‘Lone Echo’ and ‘Echo Arena’ Now Work on HTC Vive with ReVive Hack

Platform exclusivity is a divisive issue in VR; on one hand, big financial backing helps create awesome games like Lone Echo [9/10]on the other hand, if you chose the ‘wrong’ headset, you’re boxed out of what might otherwise become one of your favorite games. Thanks to ReVive, a free hack which allows Vive users to play games from the Oculus platform, you can now play both Lone Echo and it’s free multiplayer companion game Echo Arena with an HTC Vive.

With the advent of Revive, a project built by Jules Blok (aka CrossVR), the hack became central to discussion of Oculus’ approach to building a VR platform when Oculus modified their DRM in a way that prevented Revive from functioning, thus blocking Vive users from playing Oculus games. Community outcry over the decision eventually led Oculus to reverse that particular stance on DRM, saying that in the future they wouldn’t use headset verification as part of the platform’s security protections.

Now, two of the most well-received Oculus-funded games—both the campaign mode Lone Echo selling for $40 and the free multiplayer mode Echo Arena—have gained unofficial support for the HTC Vive. And with a native 360-degree setup already supported by Oculus, it’s practically plug-and-play. Of course, there’s also no telling if Oculus’ decision will hold into the future, so the mantra “buyer beware” is still in effect for potential Revive users looking to purchase on the Oculus Store.

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OpenXR (formerly Khronos VR) is also looking to unite what it considers a fragmented market by advocating a universal cross-platform standard that, according to the developers, enables applications to be written once to run on any VR system, and to access VR devices integrated into those VR systems to be used by applications. Names like Epic Games, AMD, ARM, Valve, Google and even Oculus are helping with the initiative.

Legendary programmer and Oculus CTO John Carmack had this to say about OpenXR:

“Khronos’ open APIs have been immensely valuable to the industry, balancing the forces of differentiation and innovation against gratuitous vendor incompatibility. As virtual reality matures and the essential capabilities become clear in practice, a cooperatively developed open standard API is a natural and important milestone. Oculus is happy to contribute to this effort.”

Oculus founder Palmer Luckey, who left the company back in March, has also backed ReVive financially to the tune of $2,000 per month to support its continued development.

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Google Tests Interactive Learning with VR Espresso Machine, “People learned faster and better in VR”

The team behind Daydream, Google’s mobile VR platform, is currently conducting experiments with the aim of broadening virtual reality’s usecase to include more interactive learning. With an experimental VR espresso maker at the ready, the team says “people learned faster and better in VR” than by watching training videos when put to the test on how to brew the real thing.

Divided into two groups; one having access to YouTube videos and the other a VR training prototype featuring a 3D model of an espresso machine—replete with buttons, turn-able knobs and steam wand for frothing milk—the team gave everyone as much time as they wanted to go over the steps on how to make espresso.

image courtesy Google

The Daydream team then put the would-be baristas to task with a real espresso machine. At the end, they gave people a detailed report on how they’d done, including an analysis of the quality of their coffee. According to the experiment, participants in the YouTube tutorial group normally went through the physical task three times, while participants using the VR training method normally went through twice before obtaining a passing result.

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“We were excited to find out that people learned faster and better in VR,” says Google Software Engineer Ian MacGillivray in a blogpost. “Both the number of mistakes made and the time to complete an espresso were significantly lower for those trained in VR (although, in fairness, our tasting panel wasn’t terribly impressed with the espressos made by either group!) It’s impossible to tell from one experiment, of course, but these early results are promising.”

Admittedly, the test wasn’t perfect. MacGillivray says espresso wasn’t a great choice to begin with, as the physical sensation of tamping, or getting the right density of coffee grounds in the metal portafilter, “simply can’t be replicated with a haptic buzz.”

People also don’t listen to instructions or warnings. Voice overs, written instructions, hints, tutorials on how to use the controller—all of it fell to the wayside when popping a VR-newcomer into the headset. “No matter what warning we flashed if someone virtually touched a hot steam nozzle, they frequently got too close to it in the real world, and we needed a chaperone at the ready to grab their hand away.”

The team says that VR platforms aren’t quite ready when it comes to acquiring certain types of skills either, and contends that the addition of VR gloves with better tracking and haptics would be necessary before the medium can get outside the ‘moving things and pressing buttons’ phase it’s in currently. There’s also the difficulty of giving users the freedom of choice, as every choice the Daydream team allowed the user to make, only created an exponential growth in the number of paths through the tutorial. “In the end, it was much easier to model the trainer like a video game, where every object has its own state. So instead of the trainer keeping track of all the steps the user did in order (“user has added milk to cup”), we had it track whether a key step had been achieved (“cup contains milk”),” says MacGillivray.

The team considers the VR espresso training prototype a success, saying at very least that VR is a more useful way to introduce people to a new skill, one that can easily be revisited in VR once context is established in the physical world.

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‘Casino VR Poker’ Holds Tournament with Real Prizes, Oculus Rift + Touch Bundles for Top 3 Players

Casino VR Poker (2016), online multiplayer casino hosting live Texas hold’em, is offering real prizes in their ‘High Rollers’ poker tournament taking place on 20th August including multiple Oculus Rift + Touch bundles, hundred of dollars worth of gift cards, and Casino VR swag like t-shirts and playing cards.

Casino VR Poker has run plenty of free-roll tournaments in the past, but these only had virtual prizes to match. While the winner of the upcoming tournament will grab $5 million in-game poker chips, the real prize is the Oculus Rift + Touch bundles, which go to the top 3 players in the tournament.

image courtesy Casino VR Poker

The High Rollers Tournament takes place August 20th at 1pm PST (your timezone), and is by-invitation-only, which can be obtained by fulfilling one of the following basic objectives.

  • Survive the sharks and play in the Pro Casino for a total of 2 hours.
  • Place in the top 3 in any of the satellite tournaments (check the app for the exact schedule).
  • Attempt to bribe (or otherwise curry favor with) Marco, our resident pit boss.

After completing one of the objectives, you can then unlock a purchasable tournament ticket that costs 100,000 Casino VR Poker chips. All players starts with 10,000 chips and 10/20 blinds that increase every 7 minutes.

‘Casino VR Poker’ on Rift

‘Casino VR Poker’ on GearVR

Casino VR Poker allows crossplay between Oculus Rift, Gear VR and Daydream, though only Oculus Rift and Gear VR users will have access to the tournament. There’s a reason behind this.

Both Rift and Gear VR versions of the game are free, however Daydream costs $4.99. Laws allowing for the existence of  sweepstakes or contests like the upcoming tournament expressly forbid prior purchasing requirements. In-app purchases do allow you to buy in-game chips—which are no longer tradeable or hold a monetary value once they’ve landed in your virtual coffers—but are not required to get the necessary virtual entrance fee, as you’re given a free amount of chips.

Check out our hands-on with Casino VR Poker to get a better idea of what the game has to offer enterprising gamblers.

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‘Lone Echo’ Review – Humanity and A.I. Bond at the Ragged Edge of Space

Sometimes sci-fi games need only put you head-first into a shiny new world, let you inhabit a universe seemingly ripped from TV and film, and call it a job well done. Then there’s games that use science fiction as a backdrop to a more human story, one that’s been told a million times and in a million ways before, but because we’re human, we always love to hear. These stories co-exist alongside the awe-inspiring technology of holograms, faster-than-light travel, giant space ships, etc. Lone Echo, a first-person narrative-driven adventure, is one of those intensely human tales; a pretty big undertaking considering you’re a robot from the 22nd century.


Lone Echo Details:

Official Site

Developer: Ready at Dawn
Available On: Oculus Rift (Touch required)
Reviewed On: Oculus Rift
Release Date: July 20, 2017


Note to the reader: Like all of our reviews (unless otherwise marked) this article contains NO SPOILERS. Read away with the confidence that we we won’t ruin it for you!

Gameplay

The year is 2126. As an Echo-1 artificial intelligence aboard Khronos II, a mining facility just off the rings of Saturn, your programming compels you to assist Captain Olivia “Liv” Rhodes with her daily tasks as the sole human aboard the space station. Under the circumstances, it’s no surprise her right-hand android has become a close friend and confidant, but it’s almost time for Captain Liv to rotate out. Despite Liv’s characteristically British stiff upper lip, the thought of saying goodbye to her Echo-1 buddy, who she affectionately named Jack, is palpable.

Everything is going well until an anomaly suddenly appears in the distance, knocking out systems all over the ship. Snapping back into action and leaving the thought of teary goodbyes behind, you both set out to undo the damage the anomaly has caused, investigate a strange ship that’s suddenly warped into view, and go further than a little prospecting Echo-1 unit has ever gone before.

image courtesy Ready at Dawn

In the beginning, Captain Liv acts somewhat as a taskmaster, sending you out to repair parts of the vast station complex, which includes areas far away from the main station that require small (‘on-rails’) ‘Fury’ transport vessels to reach. Although she’s the boss, she relies upon you for advice, which you can give via a dialogue box that provides you with a number of canned responses. You can alternatively choose to not answer Liv, leaving her wondering what she did to upset you. It comes off like a normal conversation at points, as she even frets about your well-being when you inevitably head out into the wild black yonder to repair systems.

Even though she is a taskmaster, the action doesn’t feel over-tutorialized by Liv because basic instruction is carried out by Hera, Khronos’ resident AI—conducted in independent, in-software learning modules. This leaves you more room to experience the narrative with Liv as your captain and friend, and not your schoolmarm. We’ll talk more about Liv in the ‘Immersion’ section.

Through these training modules, you learn to maneuver in zero-G and use the two tools at your disposal; a blowtorch and a scanner that doubles as a radiation meter—both of which are activated by pressing a button on either side of your robotic wrist. Radiation is the number one killer in the game, and the scanner helps you navigate around hot spots that present themselves throughout. There are plenty of things to slice open too with your torch, like access hatches and control panels, although at times I found the game’s order of operations a little frustrating. First you have to inquire what something is by using the dialogue box, at which point the game lets you use your torch, evidenced by a blue print superimposed on the metal panel.

using the blowtorch

Trying to cut before ‘officially inquiring’ renders your torch ineffectual, as it is on everything in the game (yes, I tried to torch Liv, I’m sorry). This only happened a few times, but it’s always show-stopping, making you look for the little arrows above everything to determine they aren’t important, story-moving elements. Once you understand that the order of operations is infallible, and that skipping ahead will get you nowhere, you accept what must be done and move on. Once you get the hang of things, flipping out the little torch and slicing through stuff becomes natural, if not an interesting exercise in turning something seemingly banal into a cool, immersive way of interacting with the world.

Let’s talk about death. As an artificial intelligence, you can’t really die. Every time you take on too much radiation, or get damaged in some way, you automatically transfer your consciousness to another fresh body. This pretty much removes some of the sting from dying as you step out of another pod, but there’s still the frustration of having to navigate back to where you were originally. You can also recharge your mobile radiation shield by visiting recharge sites periodically placed throughout. As a human, Liv doesn’t have this luxury.

I clocked around 6 hours to complete Lone Echo, although there are plenty of optional side tasks, audio logs concerning Liv, and Easter eggs to find throughout the game. If you’re like me, you’ll blow past most of these unless they’re right in front of you as you try to move the story forward—something I would consider to be one of, if not the most suspenseful and artfully-crafted narratives in VR to date.

Immersion

Presence (with a capital ‘P’), like in many games, tends to grip you when you least suspect it: you’re grabbing a tool from Liv, trying to figure out how to fix a satellite, or cutting open a vent with your blowtorch. You just… forget you’re actually in your underwear work appropriate clothing in your apartment for a brief moment. Granted, there are times when you buck up against the technical limitations of the game (a 3×3 meter play area is highly suggested) but from tip-to-toe, Lone Echo absolutely entranced me.

image courtesy Ready at Dawn

Despite her space-hardened exterior, deep down Liv cares about your safety even though she knows you’re effectively immortal. Because she imbues you with humanity, you want to return the connection by helping her, by being her only human despite the fact you have a hard time understanding her typically acerbic jokes with your near-human AI. Lone Echo masterfully sets the scene for this connection to organically grow from the start, so that through and through, Liv feels like a sweet, caring older sister—truly the real star of the show.

Ironically, her own game AI predictably has its limitations, and sometimes her gaze-tracking isn’t quite right, leaving you with a stare that might shoot over your shoulder instead of directly in your eyes (in VR it’s easier to see those smaller details, and they’re more important)—but Liv is undeniably human. This is thanks to a number of factors including competent voice acting, obsessive work in character modeling, and excellent motion capture that puts her nearly on the other side of the uncanny valley. It’s amazing to say the least.

image courtesy Ready at Dawn

As for your own body, the game’s inverse kinematics are as good as I’ve ever seen in VR, with your arms and hands matching well-enough with your physical body to be believable—besides your feet which naturally trail behind you as you float in the zero-G environment.

Looking down at your robotic hands, covered in a swath of different textures like rubber fingertips (complete with raised fingerprints for added grip) and openly visible connections, combined with the ever-present whir of tiny servos as you flex your robo-appendages, all adds to the cumulative immersion. The developers also innovated procedural grip animations, which conform to the world around you dynamically for a more realistic hand pose.

image courtesy Ready at Dawn

Then there’s the scale. Suffice it to say that the world is jaw-droppingly massive, and rendered in sufficient detail—strange ships and their alien weirdness included—to hit all the right beats in what feels like an intimidating, but ultimately real place.

Comfort

The game’s world-shifting locomotion scheme has been proven to work in other titles before, including Climbey (2016) and The Climb (2016) for Oculus TouchIf you haven’t tried either of those—or the free multiplayer game Echo Arena (2017) launching alongside Lone Echo which uses the same scheme—the best way to describe it is “grabbing the world and flinging yourself.”

There’s a high degree of predictability to moving through the world of Lone Echo as you grab onto the ship’s structure and use it to propel yourself, which is partly why Echo Arena has celebrated so much fanfare in the recent weeks of beta access. It’s easy to wrap your head around how to move through the world at a fast clip with your hand-mounted boosters and it’s—a phrase I use all too often—exceedingly comfortable as a locomotion scheme.

Of course, with elements in your peripheral vision helping to ‘anchor’ you to the world, much like a cockpit does in games like EVE Valkyrie (2016), the zero-G element becomes an easier proposition to handle as well. Important to note: Lone Echo starts up with a default ‘horizon lock’ that keeps your constantly oriented with a verifiable up and down that never changes. This can be toggled off, but isn’t recommended for comfort reasons.

That said, popping out of the headset and walking around my gravity-burdened house after learning to navigate in virtual zero-G was an interesting experience to say the least. In the back of my mind, I kept imagining myself grabbing onto door jams, my couch, anything and using it to fly off into another room. If that doesn’t speak to the impressiveness of the game’s rock-solid locomotion scheme, I don’t know what does. The only niggling bit is the game’s transport vessels, that take you on a somewhat twisty-turny ride to your medium-distance points of interest. These introduces some artificial (i.e. unwanted) turning, and can be somewhat uncomfortable.

image courtesy Ready at Dawn

For the hardcore smooth-turning junkies, the game’s settings allow for smooth turning on all axes, meaning you can effectively ‘pilot’ yourself through the world without having to so much as move your head left or right. For many this will be unsettling, which is why a more comfortable snap-turn is available by default for players using a two-sensor, front-facing setup. Lone Echo users with three or more Oculus sensors will undoubtedly benefit in terms of comfort and immersion simply by virtue of the fact that you can spin 360 degrees without your body blocking view of your controllers.

As a user with only two sensors, there was a certain amount of frustration with this. I kept naturally turning my body to face the action, which invariably meant I was occluding my Touch controllers. Eventually I sat down in a chair, which limited this somewhat, but I was still so immersed in the game I would only notice I was physically positioned away from the sensors when my hands would do the weird skittery dance I’ve grown to dislike intensely. This can be solved by adding another sensor, but it’s neither standard, nor requisite if you can keep your feet more or less planted in the same place physically.


If you’re looking for info on Echo Arena, Lone Echo’s free multiplayer mode, head over to our coverage on the past Echo Arena open beta.

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Lenovo Reveals AR Headset DaystAR

Lenovo today unveiled at the company’s annual Tech World conference a new standalone AR headset dubbed ‘daystAR’.

Revealed on stage by chief technology officer Yong Rui, daystAR is an augmented reality optical display with what the company says is an “independent vision processing unit and free-formed surface lenses with a 40-degree field of view.”

This marks Lenovo’s second big piece of AR news recently, as we saw the company tease a smartphone based AR headset a few days ago, a project realized in partnership with Disney that aims to deliver a Star Wars-themed HoloChess and lightsaber-focused experience.

The headset is said to be a concept, with no price or release date at this time. Engadget’s Chinese site got a chance to try on a non-functional model, displayed with 4 attractive metallic colors. The model on display features a turn-wheel strap adjustment, a sleek profile, and a number of visible sensors—no doubt purposed to position the headset in 3D space. There’s also a top-mounted wheel, likely used to change the interpupillary distance, or the variable distance between the eyes.

Lenovo also teased an AR development platform in a blogpost so potential daystAR developers can create applications across a variety of industries. The company is including features like Cloud Object Recognition, Remote Assistance, Multiplayer Interaction, and 3D Content Manager, so developers you can scan, upload, and edit 3D content through the platform.

We’re keeping an eye on Lenovo and their recent entrance into AR, possibly signaling the first steps towards a race by well-known manufacturers to capture early consumer interest in augmented reality.

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Deadpool Joins Roster of 12 Heroes in ‘MARVEL Powers United VR’

Adding to the cast of Marvel heroes in the recently announced VR co-op adventure game Marvel Powers United VR, Oculus today announced that the wise-cracking “merc with a mouth” Deadpool will be added to the list, which has now been confirmed to offer 12 payable heroes in total.

With a pair of katanas, hand cannon pistols and accelerated healing, Deadpool joins Captain Marvel, Hulk, and Rocket Raccoon in the lineup—one that promises to offer 12 playable heroes in total, Oculus told us. The company is teasing more surprises and character reveals closer to launch.

Developed by Sanzuru Games, the studio behind VR titles Ripcoil (2017) and VR Sports Challenge (2017), Marvel Powers United VR is a first-person, multiplayer, action VR game where you team up in co-op mode to engage in fights around the Marvel Universe. After Lockjaw teleports you into the mission, you get to choose from a roster of Marvel’s greatest Super Heroes to battle against Super Villains like Ronan the Accuser and other Kree foes.

Release date is slated for sometime in 2018, launching on Rift + Touch. In the meantime, check out our hands-on with Marvel Powers United VR.

Comic-Con visitors will also get a crack at the first public demo of the game. Oculus Rift + Touch stations will be featured at the Marvel Booth so you can play all four characters as they take on Ronan the Accuser with the help of the Inhumans’ teleporting dog Lockjaw.

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Google Glass is Back, Glass ‘Enterprise Edition’ Unveiled

Google Glass, the iconic heads-up display (HUD) introduced back in 2012—known for spawning the portmanteau “glasshole”—is finally back, this time albeit it as a special business model dubbed Glass Enterprise Edition.

Before today, fans of the original ‘Explorer Edition’ could only hope that after the Project Glass had “Graduated” from within Alphabet’s “moonshot factory” [X] in 2015 (also the origin of Tango, Google Watch, and more), that the Glass team would be moving ahead with development of new and improved versions of the device.

Now brought back to life by X (previously Google[x]), Glass Enterprise Edition is being re-positioned to cater to individual companies with specific needs. Billing it as a “hands-free device, for hands-on workers,” the company is aiming to change the old image of Glass as a failed fashion tech accessory with its custom end-to-end support for businesses called the Glass Partner program.

image courtesy Alphabet

The program currently has a roster of over 50 businesses including AGCO, DHL, Dignity Health, NSF International, Sutter Health, The Boeing Company, and Volkswagen; and becoming a partner gives you access to Glass devices, specialized software solutions and ongoing support for an undisclosed and admittedly variable price.

Glass Project Lead Jay Kothari calls the Enterprise Edition a “new chapter for Glass,” in a blogpost today. Demonstrating the utility to prospective Glass Partners with a single image, Kothari points to a massive assembly manual GE’s mechanics consulted before getting Glass.

image courtesy Alphabet

“When we originally built Glass, the work we did on the technology front was very strong, and starting the Explorer program was the right thing to do to learn about how people used the product,” head of X, Astro Teller tells Wired. “Where we got a little off track was trying to jump all the way to the consumer applications. We got more than a little off track.”

The company hasn’t published any specs around Glass 2.0, saying only that when comparing to the older Explorer Edition, the new Enterprise Edition device has been “specially designed for enterprise and is supported through our network of Glass Partners.”

When asked back in May whether the Glass team was working with Google’s AR/VR team, department lead Clay Bavor made it certain he didn’t know exactly what was being developed at the secretive lab.

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‘ARKTIKA.1’ Gets Companion eBook Penned by NYT Bestselling Author Christie Golden

4A Games, the studio behind the Metro series, has partnered with Del Rey Books and New York Times bestselling author Christie Golden to produce an official eBook novella that lets you dive further into the upcoming Oculus Touch first-person shooter ARKTIKA.1.

image courtesy 4A Games

Golden is no stranger to gaming fiction, evidenced by her previous work on novels and short stories including IP from World of Warcraft, Assassin’s Creed, and Halo. Having also written the script for ARKTIKA.1, it’s only natural she’d also write the eBook ARKTIKA.1: My Name is Viktoria, or what she calls the game’s “bible”.

In a blog post, Golden says she’s never actually had a chance to actively participate in the creation of a game, but ARKTIKA.1 let the seasoned sci-fi/fantasy author cut imbue 4A Games’ envisioned world with her own ideas, activities, and background concepts, and “weave around and through them a story with solid science fiction, clever dialogue, tension, stakes the player grows to care about, and memorable characters.”

The short story is currently available for pre-order on Amazon.com for $1, releasing October 10th, 2017. Here’s the eBook’s synoposis.

Viktoria can barely remember life before 2081. It’s painful to think of the time before the Great Freeze, when humanity finally paid its due for plundering the earth, plunging the world into frigid cold, scarcity, and decay.

Yet humanity has found a way to carry on. The remnants of civilization persist in settlements like ARKTIKA.1, where Vika tends to survivors with her Mamochka and Papochka, protecting their fledgling colony from the threat that lurks in the snows. The yaga—vicious, deformed cannibals made monstrous by disease—prey on the surviving communities, spreading their affliction as they go. And Vika’s parents are the only scientists left who can stop the contagion.

Called upon by the Citadel Security defense corporation, Vika’s family makes their way to a research facility near the Equator. Only there, with mercenary protection and superior laboratory equipment, can the two scientists hope to make the discoveries that might protect ARKTIKA.1. But when shots ring out through the cold, their research expedition becomes a mad dash for survival. Because saving the world means nothing if they can’t save their daughter.

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‘Echelon’ Mixed-Reality Board Game is Like Star Wars ‘HoloChess’ for HoloLens

Created by Helios Interactive, Echelon is a multi-player board game played in Hololens mixed-reality that, as an proof of concept, gives us a look into what sort of games we might be playing in the future when we’re not engaged in the many augmented reality productivity-based activities like navigating with turn-by-turn directions or skyping with a work colleague.

Using cards to spawn creatures, the game’s developers say Echelon builds on gameplay mechanics as seen in many traditional physical board games but “augments” them with mixed reality creatures and game pieces, enabling the players to experience an immersive augmented reality gaming experience.

Helios Interactive Producer Devin Fuller Knight says the project highlights “the fact that you can actually interact with another player in a HoloLens and [while] being in a HoloLens is really fun, it’s such a solo experience. The idea of actually being able to interact with another player and both being able to see the same world exist in the same [space] is really fun.”

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“When I saw the HoloChess game in Star Wars,” says Helios developer Kristafer Vale, “I immediately wanted to play that game, and I had to wait until now for us to have the technology like Unity and HoloLens to be able to realize that dream.”

There’s no word on when the game will be available on Window’s Holopgraphic Store.

image courtesy Microsoft

While HoloLens presents the user with a fairly limited field of view (as seen above), a near-field object like a game board plays to the headset’s strengths. Still costing $3000 however is a big barrier of entry for prospective AR developers, which is precisely why so many people are experimenting with Apple’s ARKit.

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This Restaurant is Using Google Daydream to Train Employees

If you’ve ever worked at a fast food or fast-casual restaurant, you know how the first day inevitably goes. The manager sits you down in some store room, wheels in a TV and makes you watch a training video that’s about as immersive as watching paint dry. Honeygrow, a Philadelphia-based chain of Asian-fusion fast-casual restaurants, is using a VR app that weaves together 360 video and interactive elements to teach new employees how to do their job.

Created by interactive art studio Klip Collective, the custom VR app features an overview of company culture and employee training, and consists of live action with integrated 2D and 3D animations including an interactive game.

image courtesy Klip Collective

Developed for Google Daydream, honeygrow’s vr training app uses the platform’s remote control to drive interactions, something the developers say made it especially easy for VR newcomers.

“We found that people were easily able to navigate through the experience more naturally with the point-and-click interaction of the Daydream controller. This controller made for a more direct connection to the app versus the soft-tap touchpad of the Oculus GearVR. We also used the additional buttons on the Daydream controller to add more input functionality to the experience. One the originally unused buttons was programmed to access a secret menu for internal demo purposes.”

Pre-loading a shipment of Google Pixels with the VR training app, the team provided each of honeygrow’s store a Pixel and Daydream headset so that every new hire will go through VR first before getting to the real thing.

image courtesy Klip Collective

According to Klip’s blogpost, 360 scenes were captured using their new Nokia Ozo, which allowed the team to see a real-time preview of the scene using an Oculus DK2 headset. “Having this option really helped everyone’s comfort level on set and made for an extremely efficient shoot day.” Klip speaks further on the 360 camera’s ease of use in capturing the live action scene:

The Ozo system also allowed us to preview and set our stitches on set. By seeing where the seams are between the lenses, we could frame our shots around potential stitching issues. After each take we could also review playback of the scenes in the headset, letting us know we got the shot and could move on. All of this turned the unfamiliarity of VR live action production into something more similar to a traditional live action production.

Having heard explanations in the hundreds on how to use a VR headset, it’s hard to imagine an easier, more user-friendly approach than plonking down a smartphone into a VR headset alla Google Cardboard—be it for the manager or the trainee. The catch is, unlike Cardboard, Daydream offers a much higher quality VR experience, one that is both more ergonomic and intuitive. Although it requires an impressive piece of kit to run—i.e any Daydream compatible phone—the prospect of starting a new job and being thrown into a near 1:1 ideal of what your daily tasks are without the added pressure to perform, can be the difference between pounding some foreign process into your head, and understanding something immediately so you can move on to the next task.

Check out a preview of honeygrow’s 360 training video below.

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