Cartoon Network’s We Bare Bears: Food Truck Rush is now Going Global

In 2018 Cartoon Network and AiSolve teamed up on a virtual reality (VR) experience called We Bare Bears: Food Truck Rushbased on Daniel Chong’s award-winning series We Bare Bears. Debuting at Family Fun Center in Tukwila, Washington, the companies have now confirmed a global launch of the title.

We Bare Bears: Food Truck Rush

We Bare Bears: Food Truck Rush is a multiplayer, free-roaming experience designed for up to three kids or young adults, putting their teamwork and decision making skills to the test with time highly limited. Players can transform into Panda, Grizz and Ice Bear as they work inside a food truck getting orders ready as fast as possible.

Played inside a 3m x 3m WePlayVR arena, We Bare Bears: Food Truck Rush incorporates the immersive, haptic floor enhanced gameplay designed by AiSolve, making the experience even more intense as players try to avoid kitchen mishaps like dropping food or getting orders wrong.

“When Cartoon Network mentioned that the We Bare Bears experience would take place inside a food truck, we knew our platform would be a perfect choice for the content,” said Devi Kolli, CEO and Co-Founder of AiSolve in a statement. “When the food truck takes off on the adventure, our haptic floor responds to the driving, rumbling and creates a sensation of movement. This deepens the level of immersion and convinces them they’re really being driven around in a food truck.”

We Bare Bears: Food Truck Rush

Being distributed by Bandai Namco, We Bare Bears: Food Truck Rush will be heading simultaneously to the DEAL show in Dubai and the Amusement Expo in Las Vegas, this week. Cartoon Network and AiSolve are yet to reveal which countries are likely to see the videogame arrive next and when that might occur.

VRFocus will continue its coverage of Cartoon Network and AiSolve, reporting back with the latest updates and announcements.

WePlayVR Announces Multiplayer Options

Location-based virtual reality (VR) is experiencing a surge in popularity, with an increasing number of VR centres and arcades opening up, giving consumers the chance to try out VR without the expense of setting up the equipment at home. AiSolve is aiming to keep pace with this market, has has announced several new developments for its WePlayVR line, including multiplayer.

AiSolve will be showcasing some of its new products at the Euro Attractions Show (EAS), an event which hosts some of the biggest names in amusement and entertainment to display new products and services.

At EAS, AiSolve will be demonstrating its first multiplayer title for its WePlayVR location-based VR line. The title is called Star Defence, and is described as an action-packed two-person space adventure.

Star Defence requires players to work together to battle a horde of dangerous robot drones. The title is played inside a 3m x 3m WePlayVR arena, which incorporates the immersive, haptic-enhanced gameplay that AiSolve has used in previous titles.

The company believes that the multiplayer title will allow VR attraction operators to earn greater revenue, as more customers can be catered to simultaneously. The new product will be available for demonstration at the Bandai Namco booth at EAS.

In addition, AiSolve have announced a re-design of the WePlayVR arena. The new design keeps the small 3m x 3m footprint, but includes new panelling and spectator portals, in addition to allowing for multiple players simultaneously.

AiSolve are also revealing a partnership with Cartoon Network to launch a location-based VR experience called We Bare Bears: Food Truck Rush, which is based on one of Cartoon Network’s popular cartoon shows. The new experience will have its debut at Family Fun Center in Tukwila, Washington.

We Bare Bears: Food Truck Rush requires 2-3 players to work together to complete orders and avoid amusing kitchen disasters in a colourful cartoon world of talking animals.

For further news on AiSolve and other location-based VR projects, keep checking back with VRFocus.

Children’s Hospital Los Angeles And Oculus To Expand Their VR Training Program

The potential for virtual reality (VR) within the medical sector has been huge and seen a number of technological advancements happen here. Now, Oculus have revealed that they will be expanding their VR medical training program to reach new institutions and help bring further benefits to the sector by means of the immersive technology.

This all started last year when Oculus announced they would be partnering with Children’s Hospital Los Angeles (CHLA) to build a VR simulation that would efficiently and effectively train medical students and staff to respond in high-stakes, low-frequency pediatric emergencies. The training application was built within the Unity Engine in collaboration with AiSolve and BioflightVR to form the backbone of a six-month pilot study.

Now, following the initial results of the study which have turned out to be promising, CHLA is now requiring that the training be used for all incoming residents and to offer it as an optional supplement for medical students. Alongside this, Oculus are also expanding the original reach of the innovative VR research program to 11 more medical institutions and healthcare networks within the United States and beyond.

“A limitation of many outpatient offices and care centers is lack of space for simulation rooms and simulation centers,” explained principal researcher on the project Dr. Josh Sherman. “Using Oculus Go for our VR modules will allow for on-the-spot training without the need for the extra real estate.”

Children’s Hospital Los Angeles

The Oculus Go headset will be used for the program to allow for an accessible means to deploy the VR simulation to the new institutions and healthcare provides who are now going to be participating in CHLA’s research initiative. Some of those include the Columbia University Irving Medical Center, Johns Hopkins Children’s Center and Yale New Haven Health.

“Currently, we’re only able to run critical events such as pediatric resuscitation training two to four times per year since we cannot take our teams away from patient care more frequently,” Said Kathryn Schaivone (MHA, CHSE) of Kaiser Permanente. “VR levels the playing field in a way that doesn’t happen with in-person methods and provides the flexibility for more frequent participation in simulation.”

This expansion of the research program will ensure that the data which is generated becomes more varied and useful leading to further improvements within the medical sector for pediatric emergencies. VRFocus will be sure to bring you all the latest on the progress of the research program along with any updates from CHLA or Oculus, so make sure to keep reading.

AiSolve Wins Two Awards At SME Bedfordshire Awards

Uk-based virtual reality (VR) specialist AiSolve has announced that the company was the finalists for two prestigious awards at the SME Bedfordshire Awards gala recently. The company was given the award for ‘Luton Business of the year’ with CEO Devi Kolli winning ‘Business woman of the year’ as well.

AiSolve WePlayVR Arena1

AiSolve are best known for their work on WePlayVR and their training simulation solution, VRSims. As passionate advocated for VR the company has been invested in the technology, looking to help push it forward and grow the industry to allow for a more enjoyable and profitable market. Their VR-enabled, AI-powered training solution allows for users to experience a true to life scenario within the virtual world, all while taking advantage of the latest technology and software.

The companies gaming solution, WePlayVR, has also been another major success for the company. Being one of the most popular and well-known location-based VR attractions available globally, WePlayVR has shown that AiSlove not only know how to leverage hardware but also know how to build engaging gaming experiences. This installations make use of a 3 meter by 3 meter space in which the player wears a VR headset and physically moves around to solve puzzles, battle monsters, or go on a grand adventure. One of the companies most recent titles is that interactive puzzle platformer title Clock Tower.

AiSolve Clock Tower 2

Talking about her award, CEO Devi Kolli said: “I am thrilled to have received Business woman of the year from the SME Bedfordshire Awards, which is close to my heart for being both local and a category which honours women for their hard work and achievements as female leaders in business. It’s such an accomplishment that not only myself, but the company is being honoured as finalists for Luton Business of the year with VRSims, WePlayVR and the three exciting game titles we currently have under our belt.”

She added: “Additionally, we are focused on giving users a thrilling experience, combined with groundbreaking simulations both in entertainment and training and look forward to where the rest of the year takes us with some amazing new projects our team has been working on”.

As AiSolve continue to grow their offerings of VR solutions, their national and international recognition across the entertainment and training sectors keeps growing as well. VRFocus will be sure to bring you all the latest on the company and their titles as they move forward so make sure to stay tuned for more.

AiSolve Launch New WePlayVR Title Clock Tower

AiSolve recently spoke to VRFocus about its work on location-based virtual reality (VR) products and services, concentrating on its WePlayVR service. The company has announced that the latest title to be added to its VR library is Clock Tower and it is about to be launched in the UK alongside a new WePlayVR arena.

Clock Tower is the third title in the WePlayVR videogame catalogue, though no relation to the classic survival horror series. Instead, Clock Tower is an interactive puzzle platformer where the player is placed inside a mysterious clockwork factory full of secrets to discover, and certain tasks that need to be completed before time runs out.

To accompany the launch of Clock Tower, AiSolve is also introducing its new multiplayer WePlayVR arena. The new arena features a new design with an enlarged play space of 4.4m as well as four motion seats which allows four players inside and four outside, bringing the total capacity up to eight.

The original 3x3m WePlayVR arena has also seen a redesign to add four motion seats on the outside allowing for up to six players in total. AiSolve’s title Alien Invasion is compatible with both versions of the arena, providing venues with options to consider.

The motion seats will be compatible with AiSolve’s upcoming title Rodent Rage, a multiplayer seated VR racing title that allows players to feel motion feedback that is synchronised to the VR experience in the headset for a more immersive experience.

A new leaderboard system has also been added, letting players compare scores with friends locally or compete with players all over the world. AiSolve have created the WePlayVR line of products for entertainment centres, shopping malls, museums and science centres.

A rapid roll-out across North America, Europe and the Middle East is planned, and Clock Tower will soon be shipped to WePlayVR arenas through the AiSolve platform.

The teaser trailer for Clock Tower is available to view below, and nay further updates on AiSolve’s new VR projects will be here on VRFocus.

AiSolve’s Announce New WePlayVR Arena And Videogame Clock Tower

UK-based virtual reality (VR) content producer AiSolve launched their modular location-based VR attraction WePlayVR last year in May and now have a new title making its debut next month at Deal 2018 in Dubai.

Booth straight

Alongside the debut of Clock Tower, the videogame will also be shown off with the newest gaming arenas for WePlayVR. This follows the successful launch last year and the new product line will include a new 4x4m multiplayer version of WePlayVR that will offer new opportunities for player engagement. Thanks to the size it will be able to host up to eight players and is powered by AiSolve’s operation system that will ensure the multiplayer WePlayVR is the same intelligent gaming portal as the original, but now with more players. The eight player counter is achieved by having four people play inside the arena with VR head-mounted displays (HMD) with four others playing outside on motions.

A new leaderboard feature is also being added to the new WePlayVR allowing players to track their achievements and monitor opponents, building competition between them that is sure to offer more engagement and enjoyment. The leaderboard feature is also designed to encourage returning players which will be a benefit to venues as well. The feature will also be coming to the classic 3x3m WePlayVR which will now host up to two players at a time, plus two motion sear pairings.

2018 Amusement Expo International - WePlayVR

AiSolve CEO Devi Kolli said: “We are thrilled to be expanding our gaming catalogue for the third time since launching WePlayVR less than a year ago. It’s such an accomplishment to already have three exciting game titles under our belt and a new 4x4m multiplayer platform. We are confident that this latest WePlayVR arena, combined with its new interactive features, is a game changer for not only virtual reality but the gaming industry as a whole. We focused on giving users a thrilling experience, boosted by the ability to host up to eight players at a time, equipped with motion seats and a leaderboard system. This gives a fantastic ROI for operators, allows more people to enjoy the action and keeps them coming back to beat the high scores.”

Their new title, that will launch with the new WePlayVR, Clock Tower, is an interactive puzzle platformer where players need to complete a selection of tasks before time runs out. Players will become immersed in the world of the Clock Tower and will move through different levels within the realm, followed by a guide that provides hints to help players complete each puzzle before moving forward. A teaser trailer for the title is available to watch below.

For more on AiSolve in the future, keep reading VRFocus.

The Virtual Arena: The Amusement Business Embraces VR

Guest columnist Kevin Williams, continues his coverage of the emerging VR Out-of-Home entertainment scene, with an exclusive report from the floor of America’s largest dedicated amusement industry show.

The Virtual ArenaThe American amusement trade held their annual convention in the heart of Las Vegas during February, the Amusement Expo International, saw the AAMA, AMOA, along with NBVA trade associations and Lasertag Convention combined to create a dedicated gathering for all aspects of the American digital out-of-home entertainment (DOE) sector.

For the first time, the event comprised a Virtual Reality (VR) Educational Summit, reflecting the impact that VR out-of-home entertainment, along with dedicated exhibitors from the emerging sector, hoping to influence the family entertainment centre, leisure entertainment and location-based entertainment business landscape.

The issue with new entrants into the established amusement landscape is the learning curve that these start-ups must undertake to establish themselves; so, turning Amusement Expo into an impromptu beauty pageant of the latest VR platforms developed to capture the public’s and operator’s attention.

One of the traditional amusement trade to embrace VR in this sector, BANDAI NAMCO Amusement represented A.i.Solve’s WePlayVR – the maze enclosure based system that has individual players navigating the virtual environment wearing a backpack and HTC Vive headset. As well as revealing plans for BANDAI NAMCO to bring their VR ZONE Portal facility concept to the States, later in the year – something VRFocus covered last month as they look to further expand the chain throughout the US and Europe, particularly the UK.

2018 Amusement Expo International - WePlayVR

Another developer of this approach was TRIOTECH, partnered with Asterion VR, to develop their ‘VR Maze’, running the Virtual Rabbids: The Big Maze – again with a single player backpack approach. The Ubisoft property was also on display on the LAI Games booth with their Virtual Rabbids: The Ride – this time a two rider VR motion experience using D-BOX motion hardware.

2018 Amusement Expo International - TRIOTECH and Asterion VR
A player is prepared to navigate the VR Maze
2018 Amusement Expo International - Virtual Rabbids
A wild ride, racing through the Rabbids universe.

The need to generate a strong ROI from operating VR hardware has seen many multiplayer approaches, Creative Works represented Hologate VR at Amusement Expo – the four-player enclosure, uses a ceiling tethered HMD approach (again, with HTC Vives); strong initial sales seeing the company working on their own and licensing content to support the platform.

 

2018 Amusement Expo International - Hologate
Players do battle in Hologate VR

Amusement manufacturer and distributor, UNIS Technologies has partnered with Virtuix to present the Omni Arena – the two and four player configuration arena stage utilizes the companies omni-directional platform. Virtuix promoting that already some 2,500 of their platforms were in operation at some 500 location-based facilities internationally.

2018 Amusement Expo International - Omni Arena
Frantic competition on the Omni Arena.

Another omni-direction system on display at the Las Vegas show was represented by FOCUS VR, showing the Cyberith Virtualizer – this approach was more based on offering a delivery platform for VR arcades. Several new exhibitors to the amusement trade took this approach, with the likes of Springboard VR, who have created a turnkey package for those wanting a plug-and-play VR arcade approach.

2018 Amusement Expo International - Cyberith Virtualizer
The Virtualizer being put through its paces

Content for the virtual arcade was also provided by exhibitors such as EscapeVR – offering a room-scale escape room experience in a virtual environment.  While the ability to capture footage of the player within the virtual environment was offered through Blueprint Reality’s MixCast platform. The company bringing a Windows Mixed Reality system from Acer, to demonstrate their platforms versatility.

2018 Amusement Expo International - Mixcast
The MixCast platform running in conjunction with the Acer headset

Also walking the show floor were several of the up and coming operators and developers of new VR arcade locations, hardware and content – many sitting in on the VR Educational Summit sessions dedicated to the new technologies opportunity for amusement application.

Free-roaming (Arena Scale) VR experiences has gained great momentum in the DOE scene, exponents of this could be found on and off the show floor, including exhibitor Modal VR, presenting their PING experience. The system using a special tracking architecture, linked to mobile VR (Samsung Gear VR derivative) headsets – players taking part in a virtual game of an interpretation of the Atari classic Pong.

2018 Amusement Expo International - Ping
Player’s prepare for a one-on-one game of virtual PING.

While, Hyperverse promoted their own VR free-roaming solution at the show, based on backpack PC’s and Oculus VR CV1 headset. To experience a full free-roaming VR system, all the delegates had to do was travel down the Strip to the MGM Casino, and their new Level UP entertainment location, which has newly installed a Zero Latency four-player backpack VR system and a suite of games.

2018 Amusement Expo International - Kevin Williams At Zero Latency
Kevin Williams and associate suit up ready to play at Zero Latency in the MGM Casino.

It is the reality of the actual hardware deployment in the field that will validate its worth from this business. Already the Zero Latency system will soon be joined by at least two new free-roaming installations in Las Vegas – and along with the other fielded VR entertainment systems on display, it looks to be a very interesting time for this emerging market. It will be interesting to see their penetration into the Western market – watch this space for more coverage from this sector.

The Virtual Arena: London’s VR Amusement Extravaganza

As can be seen in The Virtual Arena’s IAAPA’17 coverage, the adoption of virtual reality (VR) technology into the international scene has continued apace – and the UK and Europe scene are no different. Kevin Williams continues his exclusive coverage of developments in the International VR Out-of-Home entertainment scene – by visiting the UK’s largest amusement trade show.

European Amusement and Gaming Expo (EAG) 2018
The amusement trade floor.

The 9th European Amusement and Gaming Expo (EAG) International Visitor Attraction Expo (VAE) at London’s ExCel venue, held last week – and the impression that immersive virtual attractions were having on the scene was self-evident, where last year there had be no exhibitors, this year’s event so a major upswing in interest in this technology.

British based company Immotion was one of the most prominent VR exhibitors with the full range of their VR amusement pieces. Fresh from the opening of their VRStar facility in Bristol – you can see a video of The Stinger Report’s coverage of the venue below. The company was presenting their systems to the show’s attendees – with their motorcycle, race car, and 9D simulators, developed by Chinese VR park developer LEKE VR and all running Depoon DP E3 headsets.

Another appearance of the Chinese VR manufacturing scene was on a UK distributor’s booth – with the company Movie Power exhibiting their VR Family, six-seater ride simulator platform running 3Glasses headsets. The system, as it stands,  represents the early phase of VR amusement development with much of the limitations of earlier times evident.

Riders “experience” the thrills of the VR Family

One of the latest phase of VR ride simulators was represented by the same UK distributor representing the LAI Gaming Virtual Rabbids Ride – the two-seat D-BOX powered simulator offering three ride experiences based on the popular Ubisoft property (running HTC Vive headsets).

Thills and spills with the Rabbids

The amusement developer UNIS was represented by their UK distributor who brought over to the show their Omni Arena platform, based in turn around the Virtuix Omni-direction platform. They were also running their brand-new Omni Arena eSports tournament platform, all of which were also operating with HTC Vive headsets.

Omni Arena At EAG VAG 2018
Competitive action from the Omni Arena

European firm Hologate started 2018 following on from the success achieved during 2017, bringing their Hologate VR platform to the London show at their own booth. The system running had up to four-players taking part in a frantic shoot ’em up experience, defending their position. The system using a novel ceiling mounted tether system with their HTC Vive headsets to address the issue of cable management. The company revealed plans for a brand-new videogame to be launched on their platform soon.

Hologate At EAG VAG 2018
Fully immersed witnin the Hologate universe

Represented by distributor BANDAI NAMCO, the company A.i.Solve presented their WePlayVR system to the EAG attendance. The system using a backpack PC and HTC headset system, with the players navigating the virtual environment within their specially developed enclosure incorporating vibrating panels and special maze layout. With already sixteen units placed in the field, the hardware has gained much interest.

AiSolve's WePlayVR At EAG VAG 2018
Navigating the virtual labyrinth from A.i.Solve

Eastern European based Stereolife brought three examples of their VR platforms, with their Flyer, a single player motion capsule with unique motion platform, offering 15 different experiences including interactive games as well as rides. Their stand-up EMotion platform, and their Rifter twin seat motion simulator using VR experiences. (All the systems powered by Oculus Rift head-mounted displays).

 

The single seat Flyer platform.

Along with the rest of the amusement sales on display at EAG 2018, the show organizers also held for attendees a one-day seminar covering the impact of VR and the amusement trade, moderated by KWP, allowing operators to hear from manufacturers, VR arcade operators and industry specialist on the issues and opportunities this technology offers their business. It popular and with standing room only.

A seminar on how business can profit from VR.

An explosion of VR Arcades has hit the Western market, and KWP recently visited several the newly emerging venues in the UK (you can find a video of some of those visited here). There continues to be a growth in developer in the capital, with London seeing plans for the opening of a dedicated VR Arena-Scale entertainment operation for later next month following on from the temporary Star Wars VR experience that opened last month.

The hard nose amusement and attractions trade now looking to see VR entertainment products generate serious revenue to prove their ability to prove a competitive opportunity to the other immersive entertainment tech that is gaining traction in the industry. While consumer application of VR fight to find its footing, the Out-of-Home entertainment scene seems to be gaining momentum.

Expect more news of major developments in the VR Out-of-Home entertainment scene in the coming weeks – with a special report from America’s leading amusement trade event in Las Vegas, and many exclusive new hardware and facility announcements – be sure to look out for more editions of The Virtual Arena, here exclusively on VRFocus.

The Virtual Arena: The Attraction Industry’s VR Future! (Part 2)

Continuing the coverage of the Digital Out-of-Home Entertainment (DOE) applications of Virtual Reality, in his second part of Kevin Williams, charts developments that were seen at the leading International Amusement and Attraction convention in Orlando.

In this next part of our coverage from the show floor of the largest trade event dedicated to the theme park, attraction and amusement industry:

VR Standalone Enclosures

As previously covered in our first report from the record breaking International Association of Amusement Parks and Attractions Expo (IAE); and we follow on from the developers of facility based free-roaming VR backpack, multi-player experiences, we have seen new developments in this business approach.

Many exhibitors at IAE saw the appearance of Standalone VR Enclosures, that can offer the VR backpack experience with in a compact foot-print. These pop-up modular designs have gained momentum and made a big splash onto the scene. Leading the charge was media attraction developer TRIOTECH who in a far-reaching agreement partnered with game publishing powerhouse Ubisoft towards releasing their Virtual Maze. Developed with Asterion VR, this modular maze VR experience was launched to the IAE audience running Virtual Rabbids: The Big Maze. But this was revealed to only be the start, with TRIOTECH and Ubisoft taking to the stage to announce their partnership, and following the Rabbids title, will in 2018 also launch a game based on the successful Assassin’s Creed franchise.

Ernest Yale, President and CEO of Triotech and Deborah Papiernik, senior vice president of new business for Ubisoft
The TRIOTECH Virtual Maze in action

Major partnerships to drive adoption of new VR attractions is a common component of the growth of the Out-of-Home entertainment industries approach. Regarding development of Standalone VR Enclosures’, another prominent developer at the show was A.i. Solve, who presented their WePlayVR – a popular VR backpack enclosure system, having players’ either navigating a virtual temple, or alien invasion. In partnership with leading amusement manufacturer and distributor BANDAI NAMCO Amusement, the companies have already installed the system in over thirteen locations, with many more sales chalked up during the show.

The WePlayVR experience

VR Standalone Platforms

Beyond the dedicated enclosures, several exhibitors promoted standalone (pop-up) VR platforms, created to be placed in a wide variety of venues ranging from shopping malls, cinema foyers, and family entertainment centres (FEC). These standalone approaches came in multiple varieties – leading lasertag and escape room specialist, Creative Works has partnered with the developers of the HoloGate VR platform; a four-player VR platform for FEC operators to deploy. The tethered VR experience using the HTC Vive head-mounted display, and offering a competitive multi-player experience that proved popular with many of Creative Works clients.

The HoloGate VR system in full flow

Another company offering a plug-and-play solution for operators that want to deploy a unique VR experience was motion cinema seat developer MediaMotion. The company promoting their ReactiVR product range that includes the ‘Motion VR’ platform, a two-seat MediaMotion MX4D motion-seat, linked to HTC Vive headset and controllers. The company demonstrating available game content working directly with Skydance Interactive (Archangel) and The Rogue Initiative (Steel Cobras) to integrate their games with this immersive seat configuration.

The Motion VR experience

The ability to drop a turn-key VR solution was demonstrated from VRX Networks. The company has presented their VRX Zone – the platform partnering with Hollywood movie studios to produce VR interactive blockbuster movie experiences, leveraging the power of the big marketing budgets. VRX Networks looking to have installed at over 50 installations by the end of the year. Running on their Oculus VR headsets games promoting The Emoji Movie, Jigsaw and Jumanji motion pictures.

Various examples of turn-key VR standalone solutions were also seen from SMAAASH, an Indian based developer of FEC facilities and attractions for their market. The company promoted their Finger Coaster VR virtual rollercoaster and Vertigo, their walk-the-plank experienced. Another standalone approach was from CXC Simulations – the company famous for their competitive network racing simulator race rooms, have turned to VR applications with their over 20 facilities running VR race rooms, employing the HTC headset.

The Chinese developers have lead the charge in the out-of-home adoption of VR entertainment systems, and the leading developers came on mass to IAE to offer interested operators a range of platforms. Manufacturer NINED presented their range of products including the Baby Bear virtual viewers for younger guests, all the way up to the KAT Walk platform. The unique omni-direction VR system, offer competitive experiences.

The KAT Walk network experience

The other Chinese developers included Movie Power, with their Skiing VR piece and their more traditional egg-shaped 9D VR ride experiences. While developer Skyfun Animation showed their own selection of VR systems such as the motorcycle system Crazy Motorbike VR – these systems using the Deepoon BPVR E3 headset. One Chinese developer, LEKE VR, came to the Orlando show with their stylish racing car experience called the VR Racer. It was revealed that the company has signed an exclusive partnership with new UK operation Immotion Group – and following a fundraising of some £1.3m, the new operation plans to distribute VR Arcade pieces into the West.

VR Amusement Platforms

The ability to offer a VR experience in a package that operates similarly to a conventional video amusement piece has not been lost on developers of the latest platforms. Amusement machine manufacturers embracing the new technology to develop amusement quality VR standalone platforms, and the leading examples made the trip to IAE.

No stranger too VR amusement pieces, UNIS had already partnered last year with VIRTIX to launch their Omni Arena – network gaming experience that is now supported by the brand new Omniverse – a proprietary content delivery and arcade management platform for use by commercial Omni operators around the world. The UNIS booth at IAE saw two new VR systems, with the launch in the West of the game D-Day 2077 – a alien invasion VR experience with the player wielding a Gatling gun. The other game was Tiger Knight an ancient Chinese knight horse riding game. These games dependant on the use of the HTC Vive headset.

The UNIS based D-Day 2077

Amusement manufacturer LAI Games released Virtual Rabbids, the latest developer to partner with Ubisoft to utilize the lovable Rabbids brand. With their new VR amusement piece, the company has developed a two-rider motion simulator with three selectable VR experiences, LAI Games promoting the systems as the first attendant-free VR ride experience that is operated and serviced like any other coin-op amusement game.

Virtual Rabbids

VR Special Attractions

With a crowded show floor with the latest trends for the theme park and attraction sector – VR was defiantly a ubiquitous technology with many examples popping up across the event, not a niche but a definite trend in the market.

Of the less than usual applications seen at the show, and D3D Cinema, a company working with science museums and planetariums, has partnered with SOMNIACS to launch their Birdly VR physical flight simulator – the company revealing that they have placed the system in several museums, and are now looking to the amusement sector.

The big surprise in deploying VR into DOE saw the waterpark industry apply VR into their future business. The developer Ballast presented the on the Wiegand Sports booth what they called the world’s first aquatic VR headset – in partnership with the water slide developer, they are launching their VR Slide a system that marries a specially created VR experience.

The prototype Ballast waterproof headset

But Ballast was not the only developer of a waterproof VR headset for application in water parks. Turkish based Polin Waterparks, through their new interactive entertainment division Polin Games has partnered with VR specialist Polymorph to create their SplashVR – running a demonstration on their booth, with guests sitting in a rubber ring and using Samsung Gear VR’s, the actual attraction will use the specially developed waterproof headset of their design – riders viewing a unique game experience while traversing down the water ride.

The production version of the SplashVR waterproof headset

 

A demonstration of the SplashVR system

VR was everywhere at the IAE theme park show, even seeing it applied in a Mixed Reality experience. Created by N-Flatables, an inflatable race track accommodating RC car, specially configured with their own camera, what transmits the images to players wearing headsets and controlling the vehicles (called Live-Drive RC). This unique game experience is developed as a perfect private hire style attraction used for parties, and temporary installations.

The Live-Drive RC announcement

With the end of IAE for another year, it was clear that VR was fully imbedded in the thinking of the DOE scene. While the consumer videogame scene is still finding it hard to establish true mainstream momentum for the technology – some observers claiming that the latest consumer adoption of VR has stalled – for the attraction and amusement industry there has been an incredibly large investment towards deploying immersive technology into the mainstream business.

As an observer of the immersive technology scene, for me 2018 will be the proof of the pudding for this latest attempt to adopt VR into the attraction scene. We will now be in a position in the coming months where we will see a slew of new VR based attractions and operations opening across the globe. It will be this point where we see if VR can pay it way, and that this latest attempt to adopt the tech will be more than a novelty, and a bankable business – we will endeavour to cover the main developments in this sector in VRFocus.
Kevin Williams will return with The Virtual Arena in the New Year.

The Virtual Arena: The Attraction Industry’s VR Future! (Part 2)

Continuing the coverage of the Digital Out-of-Home Entertainment (DOE) applications of Virtual Reality, in his second part of Kevin Williams, charts developments that were seen at the leading International Amusement and Attraction convention in Orlando.

In this next part of our coverage from the show floor of the largest trade event dedicated to the theme park, attraction and amusement industry:

VR Standalone Enclosures

As previously covered in our first report from the record breaking International Association of Amusement Parks and Attractions Expo (IAE); and we follow on from the developers of facility based free-roaming VR backpack, multi-player experiences, we have seen new developments in this business approach.

Many exhibitors at IAE saw the appearance of Standalone VR Enclosures, that can offer the VR backpack experience with in a compact foot-print. These pop-up modular designs have gained momentum and made a big splash onto the scene. Leading the charge was media attraction developer TRIOTECH who in a far-reaching agreement partnered with game publishing powerhouse Ubisoft towards releasing their Virtual Maze. Developed with Asterion VR, this modular maze VR experience was launched to the IAE audience running Virtual Rabbids: The Big Maze. But this was revealed to only be the start, with TRIOTECH and Ubisoft taking to the stage to announce their partnership, and following the Rabbids title, will in 2018 also launch a game based on the successful Assassin’s Creed franchise.

Ernest Yale, President and CEO of Triotech and Deborah Papiernik, senior vice president of new business for Ubisoft
The TRIOTECH Virtual Maze in action

Major partnerships to drive adoption of new VR attractions is a common component of the growth of the Out-of-Home entertainment industries approach. Regarding development of Standalone VR Enclosures’, another prominent developer at the show was A.i. Solve, who presented their WePlayVR – a popular VR backpack enclosure system, having players’ either navigating a virtual temple, or alien invasion. In partnership with leading amusement manufacturer and distributor BANDAI NAMCO Amusement, the companies have already installed the system in over thirteen locations, with many more sales chalked up during the show.

The WePlayVR experience

VR Standalone Platforms

Beyond the dedicated enclosures, several exhibitors promoted standalone (pop-up) VR platforms, created to be placed in a wide variety of venues ranging from shopping malls, cinema foyers, and family entertainment centres (FEC). These standalone approaches came in multiple varieties – leading lasertag and escape room specialist, Creative Works has partnered with the developers of the HoloGate VR platform; a four-player VR platform for FEC operators to deploy. The tethered VR experience using the HTC Vive head-mounted display, and offering a competitive multi-player experience that proved popular with many of Creative Works clients.

The HoloGate VR system in full flow

Another company offering a plug-and-play solution for operators that want to deploy a unique VR experience was motion cinema seat developer MediaMotion. The company promoting their ReactiVR product range that includes the ‘Motion VR’ platform, a two-seat MediaMotion MX4D motion-seat, linked to HTC Vive headset and controllers. The company demonstrating available game content working directly with Skydance Interactive (Archangel) and The Rogue Initiative (Steel Cobras) to integrate their games with this immersive seat configuration.

The Motion VR experience

The ability to drop a turn-key VR solution was demonstrated from VRX Networks. The company has presented their VRX Zone – the platform partnering with Hollywood movie studios to produce VR interactive blockbuster movie experiences, leveraging the power of the big marketing budgets. VRX Networks looking to have installed at over 50 installations by the end of the year. Running on their Oculus VR headsets games promoting The Emoji Movie, Jigsaw and Jumanji motion pictures.

Various examples of turn-key VR standalone solutions were also seen from SMAAASH, an Indian based developer of FEC facilities and attractions for their market. The company promoted their Finger Coaster VR virtual rollercoaster and Vertigo, their walk-the-plank experienced. Another standalone approach was from CXC Simulations – the company famous for their competitive network racing simulator race rooms, have turned to VR applications with their over 20 facilities running VR race rooms, employing the HTC headset.

The Chinese developers have lead the charge in the out-of-home adoption of VR entertainment systems, and the leading developers came on mass to IAE to offer interested operators a range of platforms. Manufacturer NINED presented their range of products including the Baby Bear virtual viewers for younger guests, all the way up to the KAT Walk platform. The unique omni-direction VR system, offer competitive experiences.

The KAT Walk network experience

The other Chinese developers included Movie Power, with their Skiing VR piece and their more traditional egg-shaped 9D VR ride experiences. While developer Skyfun Animation showed their own selection of VR systems such as the motorcycle system Crazy Motorbike VR – these systems using the Deepoon BPVR E3 headset. One Chinese developer, LEKE VR, came to the Orlando show with their stylish racing car experience called the VR Racer. It was revealed that the company has signed an exclusive partnership with new UK operation Immotion Group – and following a fundraising of some £1.3m, the new operation plans to distribute VR Arcade pieces into the West.

VR Amusement Platforms

The ability to offer a VR experience in a package that operates similarly to a conventional video amusement piece has not been lost on developers of the latest platforms. Amusement machine manufacturers embracing the new technology to develop amusement quality VR standalone platforms, and the leading examples made the trip to IAE.

No stranger too VR amusement pieces, UNIS had already partnered last year with VIRTIX to launch their Omni Arena – network gaming experience that is now supported by the brand new Omniverse – a proprietary content delivery and arcade management platform for use by commercial Omni operators around the world. The UNIS booth at IAE saw two new VR systems, with the launch in the West of the game D-Day 2077 – a alien invasion VR experience with the player wielding a Gatling gun. The other game was Tiger Knight an ancient Chinese knight horse riding game. These games dependant on the use of the HTC Vive headset.

The UNIS based D-Day 2077

Amusement manufacturer LAI Games released Virtual Rabbids, the latest developer to partner with Ubisoft to utilize the lovable Rabbids brand. With their new VR amusement piece, the company has developed a two-rider motion simulator with three selectable VR experiences, LAI Games promoting the systems as the first attendant-free VR ride experience that is operated and serviced like any other coin-op amusement game.

Virtual Rabbids

VR Special Attractions

With a crowded show floor with the latest trends for the theme park and attraction sector – VR was defiantly a ubiquitous technology with many examples popping up across the event, not a niche but a definite trend in the market.

Of the less than usual applications seen at the show, and D3D Cinema, a company working with science museums and planetariums, has partnered with SOMNIACS to launch their Birdly VR physical flight simulator – the company revealing that they have placed the system in several museums, and are now looking to the amusement sector.

The big surprise in deploying VR into DOE saw the waterpark industry apply VR into their future business. The developer Ballast presented the on the Wiegand Sports booth what they called the world’s first aquatic VR headset – in partnership with the water slide developer, they are launching their VR Slide a system that marries a specially created VR experience.

The prototype Ballast waterproof headset

But Ballast was not the only developer of a waterproof VR headset for application in water parks. Turkish based Polin Waterparks, through their new interactive entertainment division Polin Games has partnered with VR specialist Polymorph to create their SplashVR – running a demonstration on their booth, with guests sitting in a rubber ring and using Samsung Gear VR’s, the actual attraction will use the specially developed waterproof headset of their design – riders viewing a unique game experience while traversing down the water ride.

The production version of the SplashVR waterproof headset

 

A demonstration of the SplashVR system

VR was everywhere at the IAE theme park show, even seeing it applied in a Mixed Reality experience. Created by N-Flatables, an inflatable race track accommodating RC car, specially configured with their own camera, what transmits the images to players wearing headsets and controlling the vehicles (called Live-Drive RC). This unique game experience is developed as a perfect private hire style attraction used for parties, and temporary installations.

The Live-Drive RC announcement

With the end of IAE for another year, it was clear that VR was fully imbedded in the thinking of the DOE scene. While the consumer videogame scene is still finding it hard to establish true mainstream momentum for the technology – some observers claiming that the latest consumer adoption of VR has stalled – for the attraction and amusement industry there has been an incredibly large investment towards deploying immersive technology into the mainstream business.

As an observer of the immersive technology scene, for me 2018 will be the proof of the pudding for this latest attempt to adopt VR into the attraction scene. We will now be in a position in the coming months where we will see a slew of new VR based attractions and operations opening across the globe. It will be this point where we see if VR can pay it way, and that this latest attempt to adopt the tech will be more than a novelty, and a bankable business – we will endeavour to cover the main developments in this sector in VRFocus.
Kevin Williams will return with The Virtual Arena in the New Year.