‘TheatreVR’ Wants You to Play the Role of Hamlet on a Virtual Stage with Real Actors

Acting takes time, courage and a lifelong dedication that very few possess, and even less can do well. But as VR styles itself as an ‘experience machine’, it was inevitable that a program like Theatre VR would come along, a multi-player acting app that’s been seemingly ripped from the pages of Neal Stephenson’s novel The Diamond Age (1995).

The creators behind Theatre VR say the program will allow you to experience what it is like to be an actor. Giving you the choice of which play and role to engage in, you’re fed your lines and given the opportunity to interact with either AI-driven or real players.

Like in The Diamond Age from influential sci-fi author Neal Stephenson—who coincidentally is the Chief Futurist at mysterious AR startup Magic Leap—AI isn’t sufficiently convincing enough for users in virtual experiences, so troupes of actors play out the roles of NPCs to make the story more flexible and realistic.

The creators have made a functional demo that includes the last Hamlet scene—a fencing match between Hamlet and Laertes as they duel in front of Hamlet’s cousin, King Claudius, and Queen Gertrude. The demo, shown in the trailer above, represents six months of development, but the studio says plans are much more extensive, including a way to “connect to the audience.”

While still in prototyping, the studio says there are still a few months remaining until Theatre VR’s release. The creators haven’t shared a specific target platform yet, but it appears to have been designed for Steam VR headsets like HTC Vive, Oculus Rift and the soon to arrive Windows “Mixed Reality” VR headsets—just enough time for me to practice my ‘Original Pronunciation’ so Shakespeare’s plays actually rhyme correctly.

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New Magic Leap Video Tells Us Nothing About What the Company Is Working On

Born out of the founder’s lifetime love affair with sci-fi, surrealism, and a fortuitous road trip across the US, the story of Magic Leap’s founding reads like a beat generation novel about discovering magic in ordinary experiences. The company couches it as “the story of an art project, turned tech startup, turned global company building the future of computing.” And after Magic Leap’s latest video, we still don’t have a clear idea what that future is.

Admittedly, it’s only part one of “the whole story,” the rest of which is coming soon, writes the company on their updated website, now devoid of the founder Rony Abovitz’s rambling blog posts and the company’s feel-good ‘unicorn marketing’ that was in its place only two weeks ago. With the website’s overhaul, many expected a change in messaging, a more sober look at the supposed world-changing technology now reportedly climbing to a $6 billion valuation and rumored to start shipping dev kits in the next six months, but the latest video doesn’t exactly do that.

image courtesy Magic Leap

In a casual conversation with Abovitz set to a backdrop of employees assembling from all over the globe amidst bog standard inspirational ‘startup music’ (you know the type), he explains the origins of the company, taking it back to a road trip to Austin where Abovitz’s band was playing at SXSW—sometime around 2010 or 2011.

“Computers were always this thing that you had to do inside the computer, so it’s one of those notions that when you grow up [you say to yourself], “wouldn’t it be cool if you could have computing spill outside the computer, almost like an art project,” says Abovitz. “I think Magic Leap really did start out as an art project first, and then it turned out like, maybe there’s some science behind this that we could turn into something real, and it turned out there was.”

“[The history of the company] is very wild, because it’s an idea that started out in my little garage. I have a garage studio, and there’s a little thing painted that says ‘Magic Leap Studios’, it was hand-painted on it. And that was the pretty humble origin.”

It’s a bit of a stretch to call the origins of Magic Leap “humble,” as prior to its founding, Abovitz sold his Florida-based medical device company MAKO Surgical Corp. to Stryker for $1.65 billion, but as one of the most well-funded startups in history that still hasn’t shown a prototype outside of the confines of NDA, everything is relative.

The degree of rosiness retroactively applied to it origin story notwithstanding, it’s hard to say if we should be expecting something substantive in the next installment of the company’s history, or more of the same. Frankly, it would be nicer to see a the headset’s unique capabilities like in the video below than another belabored ego stroke.

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Discovery and Google Announce VR Travel Series ‘Discovery TRVLR’, First of 38 Episodes to Arrive in November

Discovery and Google today announced the launch of a new 38-episode VR video series called Discovery TRVLR, a product of both Discovery and Google’s internal VR teams. The first 6 episodes is slated to launch on Friday, November 3.

Discovery TRVLR comes exclusively to YouTube and DiscoveryVR.com, and on the Discovery VR app. This means you can watch on Google Daydream View and Cardboard, and with a little extra creativity, on Oculus Rift and HTC Vive with Opera’s new experimental browser and Gear VR through Samsung Internet.

According to the press release, the VR video series drops you “into the lives of fascinating locals in every corner of the globe across all seven continents, [e]xploring unique cultures through a visceral 360-degree storytelling experience.”

There are seven chapters in the Discovery TRVLR series, each exploring a different continent. Episodes are centered around fascinating locals including the Guru, the Renegade, the Entertainer and the Explorer, who will share the unique rituals, traditions and quests that encompass their culture.

Chapters for North America, South America, Asia, Africa, Europe and Australia consist of six episodes each, while the chapter for Antarctica features two episodes, for a total of 38 episodes in the series.

Saschka Unseld, Emmy Award-winner and creative director at the now defunct Oculus Story Studio, is Creative Producer for the series. Episodes filmed in North America, South America, Asia, Africa, Australia and Europe were written and directed by Addison O’Dea and produced by cinematic VR studio Here Be Dragons. Episodes filmed in Antarctica were directed by Barry Pousman and produced by Yes Please Thank You.

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Udacity Launches a ‘Learn ARKit’ Course Created in Collaboration with Unity

With ARKit already baked into the mobile operating system of “hundreds of millions of iPhones and iPads,” the massive potential install base means there’s plenty of reasons for developers to start making new augmented reality apps for Apple’s App Store. Now Udacity, the for-profit online education site that was spawned from free Stanford University computer science classes, has created a course that says will take you one month to complete so you can start making your own AR apps for iOS.

Students can choose to learn to develop AR apps using the Unity game engine, or using Swift in combination with SceneKit, Apple’s own 3D graphics API. Udacity maintains the Unity course, a result of a direct partnership with Unity Technologies, is “the fastest way to learn ARKit.”

Although Udacity offers plenty of free courses, the ARKit course costs actual money; $200 for either Unity or Swift versions. It’s however offered as a discrete course so there’s no monthly fees or tuition cost looming over your head.

The course is said to take about a month to finish if you study 5 hours per week, including video demonstrations and hands-on quizzes and projects. Udacity doesn’t have dedicated professors like university ‘distance learning’ programs, but to make up for the professor-student interaction they provide the opportunity to get detailed feedback from expert project reviewers, and also an online community that can provide real-time support.

Before starting, students need to be familiar with creating iOS applications using Xcode. Udacity provides its own course for beginning iOS develpers, but also stresses that you don’t actually need prior 3D development experience before taking the course.

Udacity offers two courses on VR Development for different skill levels, the lowest ‘Foundation’ course requiring no prior experience to start creating.

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Tilt Brush-style Creation Tool ‘CoolPaintrVR’ Lands on PSVR, Launch Trailer Here

The PlayStation VR platform is understandably heavy on games, but PSVR owners now have a paint program all their own that appears to be very similar to Google’s Tilt Brush (2016), the art program that supports Oculus Rift and HTC Vive.

Update (05/08/18): Although ‘CoolPaintr VR’ was first expected to arrive on PSVR sometime during holiday season 2017, the Tilt Brush-style paint tool is now available starting today on PSN for £16. US pricing and availability is expected later today.

The original article follows below.

Original article (10/05/17): Created by Spain-based studio WildBit Studios, CoolPaintrVR features a number of paintbrushes and tools including the ability to mirror your work and even use a reference image while in VR.

Just like Tilt Brush, CoolPaintrVR lets you choose any color to create with, although it’s missing some of Tilt Brush’s cooler tools like real-time effects, and it also doesn’t appear to have the ability to infinitely zoom your creations, a tool which allows Rift and Vive owners to create extremely detailed works. There isn’t a full list of tools out there yet, so we’ll just have to wait and see.

As for launch date, WildBit says they’re “aiming for Christmas season,” and the price is still being discussed (see update above).

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Mind-bending Adventure ‘Anamorphine’ Delayed Until Late Q1

Virtual reality is unique in its ability to allow you to immersively explore the interior of the imagination, including the darker sides of the psyche, the parts that we fear to confront, but inevitably wish to excise from the mind. That’s what Anamorphine is trying to accomplish with its deep, mind-bending dive into love, loss, and the mental anguish of seeing a loved one fall into depression.

Update (01/16/18): Artifact 5 has announced on its blog that the surreal adventure ‘Anamorphine’ will be delayed from its original January 16th launch date “until this Winter/very early Spring.” Here’s the full statement below:

“After putting the team through their paces and more, Anamorphine is looking excellent, but still needs a few final weeks of polish. After around three years of work, the last thing we want is to bring it out just a little too early, when the extra time will make sure a huge impact on the final product. So no, you won’t be able to get Anamorphine on January 16 as previously announced, but you will see it later on this Winter/very early Spring. We’ll put out an announcement when we have the new date! Thank you all for your support and patience. We can’t wait to put Anamorphine into your hands.”

Original article (10/05/17): Created by Artifact 5, Anamorphine follows Tyler, a young man in post-traumatic denial. Visiting his relationship with his wife Elena, you visit milestones of their relationship and experience the fallout of a tragic accident where Elena, a professional cellist, is robbed of her ability to play the cello, which compromises her livelihood and major emotional outlet.

In a reality-splitting feverdream, you experience Tyler’s mental turmoil as it warps his past and he struggles to come to terms with his guilt and inability to help Elena while she quietly slips into depression.

If you hadn’t already guessed, Anamorphine isn’t a game as such, providing no action buttons to allow for object interaction of any sort. Rather, you’re left with the choice to freely explore parts of Tyler’s past, and have to decide whether to move on, or let the overwhelming darkness consume you.

Artifact 5 will be showing Anamorphine at IndieCade October 6-8 in Los Angeles. The experience will be launching in winter 2017 on PC, Oculus Rift, HTC Vive, PlayStation 4, and Playstation VR.

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Google’s New Pixel Phones Are “factory calibrated and optimized for AR”, Now With 60 FPS Tracking

Google’s event today saw the unveiling of its newest smartphones, Pixel 2 and Pixel 2 XL. According to the company, the Pixel 2 camera has been “factory calibrated and optimized for AR.”

Google says its specially calibrated Pixel 2 camera enables robust tracking, even in low-light conditions, allowing the phone to track the environment and render AR objects at 60 frames per second (FPS).

Apple made a similar claim when they unveiled the iPhone 8 last month, saying that each camera is “individually calibrated, with new gyroscopes and accelerometers for accurate motion tracking.” The new iPhone line also boasts 60 FPS tracking.

image courtesy Google

Featuring a single 12.2MP camera with f/1.8 aperture lens, Google’s Pixel 2 nearly matches the same portion of the spec sheet as iPhone 8’s 12MP camera with f/1.8 aperture lens, putting the two on par in terms of AR rendering ability, at least on paper.

Google’s AR function, thanks to the ARCore SDK, is said to support “millions of devices” capable of running Android 7.0 Nougat and above. Apple, with its ARKit SDK, has also said they’ve pushed AR to “hundreds of millions of iPhones and iPads” capable of running its newest operating system iOS 11, which includes pretty much everything back to the iPhone 5s and even the 6th generation iPod Touch.

Pixel 2 is priced at $649 (64 GB) and $749 (128 GB), with its XL-sized bigger brother selling for $849 (64 GB) and $949 (128 GB). Pixel 2 is slated to launch October 19th, and Pixel 2XL on November 15th.

Only user reports will be able tell just how Google’s flagship Pixel 2 stacks up with Apple’s iPhone 8 as it takes the fight to the realms of augmented reality.

Pixel 2 Specs

Spec Category Pixel 2 Pixel 2 XL
Display Cinematic 5.0 inch display / Cinematic 127 mm display
FHD (1920 x 1080) AMOLED at 441ppi
16:9
2.5D Corning® Gorilla® Glass 5
Always-on display
Fullscreen 6 inch displayQHD+ (2880 x 1440) pOLED at 538ppi18:93D Corning® Gorilla® Glass 5 Always-on display
Size and Weight 5.7 x 2.7 x 0.3 inches
145.7 x 69.7 x 7.8 mm
143 gm
6.2 x 3.0 x 0.3 inches
157.9 x 76.7 x 7.9 mm
175 gm
Battery 2700 mAh battery

Up to 7 hours of go with 15 minutes of charge

*Approximate battery life based on a mix of talk, data, and standby use with always on display off. Requires use of included charger. An active display or data usage will decrease battery life. Actual results may vary, see website for details.

3520 mAh battery

Up to 7 hours of go with 15 minutes of charge

*Approximate battery life based on a mix of talk, data, and standby use with always on display off. Requires use of included charger. An active display or data usage will decrease battery life. Actual results may vary, see website for details.

Design Aluminum unibody with hybrid coating IP67 water and dust resistant

**Pixel has a water protection rating of IP67 under IEC standard 60529. Charger and accessories are not water resistant.

Memory 4GB LPDDR4x RAM
Display Characteristics 95% DCI-P3 coverage100,000:1, super contrast ratio True black levelFull 24-bits depth or 16.77 million colors 100% DCI-P3 coverage
100,000:1, super contrast ratio
True black level
Full 24-bits depth or 16.77 million colors
Storage 64 or 128GB
Processors Qualcomm® Snapdragon™ 8352.35Ghz + 1.9Ghz, 64Bit Octa-Core Adreno 540Security module
Rear Camera 12.2MP
1.4μm
Autofocus with laser + dual pixel phase detection
Optical + electronic image stabilization
f/1.8 aperture
Front Camera 8MP
1.4μm
f/2.4 aperture
Fixed focus
Video Rear Camera:
1080p @ 30fps, 60fps, 120fps
720p @ 30fps, 60fps, 240fps
4K @ 30fpsFront Camera:
1080p @ 30fps
720p @ 30fps
480p @ 30fps
Sensors Active Edge™ Proximity / Ambient light sensor Accelerometer / Gyrometer MagnetometerPixel Imprint – Back-mounted fingerprint sensor for fast unlockingBarometer Hall effect sensor Android Sensor Hub Advanced x-axis haptics for sharper / defined response
Charging USB Type-C™ 18W adaptor with USB-PD 2.0 18W charging
Ports and Slots USB Type-C™ USB
3.1 Gen 1
Single Nano SIM
Media Stereo front-firing speakers3 Mics Noise suppression
Connectivity Wi-Fi 2.4G + 5GHz 802.11 a/b/g/n/ac 2×2 MIMOBluetooth 5.0 + LENFC eSIMGoogle Cast
In box [GLOBAL]
USB Type-C™ 18W adaptor with USB-PD
C-C cable (USB 2.0)
SIM tool
Quick Switch Adapter
3.5mm to USB-C Headphone Adapter (aka Headphone Adapter)
OS Android Oreo
Hearing Aid Compatibility M4/T3 HAC rating
Google’s devices meet the hearing aid compatibility (HAC) requirements set by the Federal Communications Commission (FCC).
Security Updates Minimum 3 years of security updates**[US and GLOBAL] Pixel’s software and security updates for three years. See website for details.
OS Updates Minimum 3 years of OS updates**[US and GLOBAL] Pixel’s software and security updates for three years. See website for details.
Daydream Ready Daydream-ready: Built for VR to work with Google Daydream View headset.

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Watch Google’s Pixel 2 Event Livestream Here, Starting at 9AM PT / 12PM ET

According to Google “There’s something new to love on October 4th,” as the company is slated to unveil its newest smartphone today, Pixel 2 and Pixel 2 XL. Watch here for suspected updates surrounding the company’s AR/VR aspirations.

Google does VR (Daydream). Google does AR (ARCore). But what will they do next? And what extras do they have up their sleeves for the next smartphone that will undoubtedly receive the most attention for both AR and VR.

Watch here starting at 9am PT, October 4th to find out. Check your local time here.

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‘Pigeon Panic’ Proves That AR is Only Going to Make the World a Stranger Place

As first to market with a robust augmented reality function baked right into its mobile operating system, the various projects we’ve seen using Apple’s smartphone-based AR platform have tended to range from the useful, to the artful, to the downright silly. Targeting the ‘downright silly’ category is Pigeon Panic, a deliciously strange game from AR studio Combo that lets you chase virtual pigeons through the park, making everyone around you wonder what the hell you’re doing with your life.

To play, all you have to do is pick a spot on the ground, chuck out a mass of hamburgers, donuts and pizza, and watch as the dopey virtual pigeons arrive for the feast. Waiting for just the right moment, the objective is to scare off as many of skyrats as possible before the timer hits zero.

The game, while not exactly high on replay value, demonstrates AR’s unique ability to immerse you in an invisible digital world that really leaves people wondering why you’re having so much fun running around the park. While it doesn’t offer the sort of game mechanics you’d stick around for like Pokemon Go, it certainly gives you a taster for what’s in store for the future of AR games.

Sam Piggott, developer on Pigeon Panic and co-founder of Combo, recalls the moment when the idea was born. “Pretty much the day after the announcement at WWDC, we were sat in an East London coffee shop, coming up with a concept for the new game; something fairly simple to grasp in concept, but dependent on AR for execution. There were a bunch of pigeons outside pecking at some bread outside the coffee shop window, and one of us was like, ‘what if….?’”.

“The whole experience was designed to be quite silly,” says Piggott. “We wanted to pull together an experience that let anyone relive that juvenile feeling of scaring off flocks of birds – without the crushing fear of judgement from onlookers.”

“In retrospect, it’s probably equally as strange to be seen running around open spaces with an iDevice, though”, he added.

Pigeon Panic is free, and currently available for download on the App Store for most devices that can run iOS 11.

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‘From Other Suns’ FTL-inspired Co-op Shooter to Launch November 14th on Rift

Gunfire Games’ upcoming FTL-inspired shooter From Other Suns now has an official street date after celebrating a successful open beta last weekend. The co-op shooter is expected to launch November 14th.

From Other Suns is launching exclusively on Rift (Touch required), coming with a price tag of $40. Pre-orders are already available via the Oculus Store at a $5 pre-discount, bringing it to $35, which includes a pre-order bonus of “the Golden Laser Pistol.”

image courtesy Gunfire Games

“As you progress through the game, you’ll encounter over a dozen unique weapon types, each with hundreds of possible variations,” says Gunfire Games Design Director John Pearl in an Oculus blogpost announcing availability. “To us, this is a really an exciting feature, since it lets players really customize the way they play.”

Gunfire says the game’s procedural ability to customize the environment also extends to level themes too. “During away missions, the layouts of various locations are generated according to the mission’s smart randomization parameters, and the level’s theme is generated from there,” the company says, essentially meaning the theme might camouflage something like a T-Junction hallway in a way a player wouldn’t recognize.

Like everyone with a Rift + Touch and a few spare hours last weekend, we got a head-first dive into the open beta. Proving to be an engaging cross between FTL: Faster Than Light (2012) and classic shooter mechanics, we’re definitely waiting to get past the beta weekend’s 10 jump max. Check back November 14th for our review.

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