3 Years of AltspaceVR: Comedy, Politics and Social Exuberance

When consumer virtual reality (VR) first reappeared all those years ago people began imaging what possibilities immersive virtual worlds could offer consumers around the globe, donning a head-mounted display (HMD) and diving into fantasy, sci-fi or realistic environments that just weren’t possible on a 2D screen. While some saw it as a new frontier – one that been tried before a couple of decades previously – others saw it as another technological wall between people, a way to shut themselves away from the world making everybody a social pariah. Those that did see the possibilities also envisaged the opposite, offering new ways to bring people together, just this time in a virtual space. While there’s a growing contingent of social portals in VR – apps like Facebook Spaces and vTime or videogames such as Rec Room – one of the earliest was AltspaceVR. Unfortunately for the company that ride has now come to an end, so VRFocus has decided to look at some of the app’s most momentous events from the last three years.

Founded in 2013, AltspaceVR was co-founded by Eric Romo (CEO) and Gavan Wilhite (Director of Engineering), as a way of not only bringing people together in a virtual environment, but also to create meaningful social experience, whether that was through playing games, attending a live concert or comedy show, or even fostering political debate.

Having gained investments of $15.7 million – $10.3 million of which came in 2015 – AltspaceVR launched it’s app a few months after the arrival of Samsung Gear VR in November 2015, allowing early adopters to share videos from YouTube, Twitch and Periscope, chat and play videogames.

This was only the beginning of what AltspaceVR had planned, knowing that to entice users to the platform it had to offer something more than just a virtual space. So in the May of 2016 the app introduced popular musician and comedian Reggie Watts to the platform, so that users could enjoy a live comedy set. This proved to be a success as Watts became one of the most consistent big name performers with five VR shows in total.

One of the biggest features the company released after launch was FrontRow, a technology that mirrored performers’ avatars to all the audience locations. Their gestures, movements and voice are instantly shared in all the performance spaces. And who debuted it? None other than Mr. Watt’s himself in his first VR show.

Head to the AltspaceVR website and you’d see regular listings for a range of events across different channels, whether that was news, gaming, music, sport, science and more. Naturally being a social portal, 2016’s US presidential election had to feature at some point, so NBC News and AltspaceVR turned Rockefeller Plaza into “Democracy Plaza” creating programming such as debate watch parties, live Q&A discussions with political experts and political comedy events.

Being a California-based company all the events were catering towards a US audience – so while it was early evening in the US, UK viewers had to stay up until 3 or 4am to watch them – and AltspaceVR knew it had a global audience to appeal to. So in December 2016 the ‘Best of British Comedy’ event was held, featuring comedians Ian Stone and Ben Morris.

To be truly social AltspaceVR couldn’t be just on one platform – even though Gear VR’s user base is the biggest – so over the course of 2016/2017, support was added for Google Daydream, HTC Vive and Oculus Rift, plus a 2D mode for Mac and PC users.

Unfortunately, the VR industry can be a harsh environment for any business to succeed and last week it made the surprise announcement that it would be closing its doors. Even with millions of investment and around 35,000 people using the app every month, AltspaceVR wasn’t making enough money to sustain itself explaining in a statement: “The company has run into unforeseen financial difficulty and we can’t afford to keep the virtual lights on anymore. This is surprising, disappointing, and frustrating for every one of us who have put our passion and our hopes into AltspaceVR.”

A day after the announcement, former face of VR and co-founder of Oculus, Palmer Luckey, tweeted about saving the company.

Whilst this was met with positive reply’s – especially from a few AltspaceVR employees – all agreeing that he should save the company, at present this doesn’t look like the route Luckey may go to step back into the VR industry.

It’s a sad but not uncommon occurrence that VR businesses will go belly up. While investment is pouring in not everybody is going to get a piece of it. While AltspaceVR was successful to begin with, either because of a poor business model, lack of investor interest – or actually both – today is the last day for the social app that just wanted to bring people together.

AltspaceVR isn’t going without one last hurrah however. There’s going to be a farewell party at 8pm EST / 5pm PST today (1am BST, 4th Aug). So whether you were there at the beginning or you’ve just bought a compatible VR headset, you may want to checkout this early pioneer of social VR before it’s gone for good.

Oculus Founder: “Should I try to save AltspaceVR?”

Following this week’s news that AltspaceVR, one of the first social VR platforms, is shutting down, Oculus founder Palmer Luckey, who is no longer with the company, queried the community to ask if he should seek to save AtlspaceVR from closing.

AltspaceVR was one of the first (now among many) social VR platforms. The app brought people together into shared virtual spaces to talk, play, and share. The platform was host to a range of mini-games like disc golf and sketch off, branded games like Dungeons & Dragons and Boss Monster, and was built for the community to host virtual events.

This week the company announced it would be shutting down on August 3rd after it ran out of venture capital and was unable to secure the next round of funding.

Posting the same message on Facebook and Twitter, Oculus founder Palmer Luckey is apparently seeking opinions on whether or not he should save AltspaceVR from shutting down. Luckey’s tweet included a Yes/No poll which at the time of writing stands at 62% Yes, and 38% No, with six days remaining.

Luckey adds, “caveat: may not be possible,” likely implying that the logistics of saving the company might be more complicated than a simple cash infusion.

AltspaceVR co-founder “Cymatic” Bruce Wooden responded to Luckey’s tweet asking him to get in touch if he’d like to talk.

Oculus founder Palmer Luckey on stage at Oculus Connect 2015 | Photo courtesy Oculus

Luckey was the founder of Oculus when the company sold to Facebook for $2 billion in cash and stock. Since the acquisition, Facebook’s stock (which made up the bulk of the value in the transaction) has more than doubled. Forbes estimates Luckey’s net worth at $730 million, though it isn’t clear if Luckey’s consideration of ‘saving’ the company would mean him bankrolling AltspaceVR himself.

Luckey’s offer is especially interesting given that his former employer, Facebook (now the owner of Oculus) is making moves in the social VR scene. The company launched Facebook Spaces earlier this year, a place for small groups of Facebook friends to hang out in VR, share pictures and videos, and communicate with friends outside of VR through Facebook Messenger video calls. Facebook Spaces, and other competition in the social VR sector, likely chilled the feet of investors who might have otherwise funded AltspaceVR’s next round of venture capital.

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Luckey’s interest in saving AltspaceVR wouldn’t be the first time he’s done something seemingly against the company he founded. Last month he offered $2,000 per month in financial backing for Revive, a hack which allows Vive users to play Oculus games. In 2016 Oculus had made changes to their DRM policy which effectively blocked Revive, but reversed the decision after community outcry, and has since tolerated the hack.

The post Oculus Founder: “Should I try to save AltspaceVR?” appeared first on Road to VR.

This Week in VR Sport: A Sporting Rivalry Broadcast Live & When 360 Degree Video Gets Awkward

Sometimes when it comes to writing our weekly feature on the various things occurring as the world of sport meets that of virtual reality (VR) – or indeed augmented reality (AR) for that matter –  there is only one or perhaps two stories.  However, this week we’re flush with four items to cover football, American football and more. So let’s get into those, shall we?

NextVR Bring ‘El Clásico’ To VR

We start with football, where for the majority of leagues it is the off-season, certainly those in Europe. It’s a time here managers and coaches make their plans for the season ahead but also a time where clubs engage in a variety of lucrative tours, playing in one-off exhibition games, fundraisers, as well as leagues and cups with other clubs from around the world.

NextVR have pounced on an opportunity with one of these tours which will see, today, the two biggest teams from Spain’s top flight, La Liga, battle it out. Those are of course the great footballing powerhouses Barcelona and Real Madrid. Eternal rivals, their matches long ago given the nickname ‘El Clásico’. For once it is the American audience who will get the opportunity to see the game take place at Miami’s Hard Rock Stadium. But you can too if you’ve got a Samsung Gear VR.

Head on over to the Oculus Store and subscribe to gain access to the ICC Channel in the NextVR app where you’ll be able to enjoy the broadcast either in Spanish or English.

Reading Welcome Their New Kit (Sort Of)

You may recall last week’s edition of This Week In VR Sport (if you see what I mean) where NBA side the Sacramento Kings unveiled what would be their their new Nike uniforms using an augmented reality (AR) app. Well, over in England Championship football club Reading have also been revealing their kit for the 2017-2018 season. But they’ve done so using 360 degree video.

Filmed in the dressing room, members of the squad got to see the kit they’ll be wearing next season for the first time whilst players Joey van den Berg and Liam Moore model play the somewhat reluctant models. Actually the whole thing is notable not for the announcement but just by how… off it feels. Like no one’s comfortable being filmed in this way.

Still, one for the footy fans and that orange away kit actually looks really nice.

AltSpaceVR’s Brazilian Swansong

Yesterday we brought you the sad news of the closure of VR social app AltSpaceVR. One of the early trail blazers in what could be possible in VR, the company revealed on Friday morning that owing to funding issues they could not “afford to keep the virtual lights on anymore”.

Quite the shame because at the end of last week AltSpaceVR had one of their most mainstream media appearances – and it had to do with sport.

As reported by SVG News, AltSpaceVR and LX Sports Group announced a new partnership with top sports broadcaster ESPN Brazil. Hosting the virtual programme ESPN & Cairo Santos in VR, Santos being a Brazilian player for the Kansas City Chiefs. In the programme ESPN used AltSpaceVR, for its intended purpose – a social platform where people can meet others from all over the world.  Producing an interview with what was essentially a live audience from around the world.

Erica Booze, the CEO of LX Sports Group said on the initial announcement: “Shortening the distance between an athlete and their fans through technology has motivated us to broker this unique experience for sports fans. By uniting the visibility of ESPN with AltspaceVR technology, we expect an excellent experience in both Brazil and the United States.”

ESPN Brazil’s VP of Journalism and Production João Palomino added, “ESPN wants to bring sports fans into our studios, creating a unique kind of interaction and taking a step forward in offering multi-platform content. We are driven to innovate in ways that will allow us to serve our fans better.”

It will be interesting to see if ESPN will attempt similar broadcasts in the future with altenate services – perhaps Facebook’s Avatars system?

Stanford University’s Experiments Continue

Back to America now where the Stanford University’s sports department have been utilizing 360 degree video to bring students a new way of interacting with the various sports and athletics teams. Covering everything from American football to a very interesting video on fencing in which the viewer takes on someone one-on-one with additional effects, to wrestling. This is the latest use of VR by the university who have featured on VRFocus numerous times, including their work performing tests with the NFL, appearances at conventions to discuss the uses of VR, and investigating how VR can be used to combat phobias.

Faculty discuss their efforts at length in this piece by SportTechie where they  do note that people may be losing out on the experience, simply by not using a compatible VR head mounted display (HMD) to view the footage.

“This is a good example of the biggest problem with any VR that we’re producing or anyone else is producing — most people don’t watch it as it is intended.” Said Heath Trabue, Stanford Athletics’ Director of video services ruefully. “A very small percentage of folks are watching VR content on a headset. It’s going to be mostly on a phone or on not so good 4G. There are a lot of bad experiences with it in that sense.”

You can see the fencing video below.

 

AltspaceVR to close next week

Women in VR. (Image courtesy AltspaceVR

AltspaceVR will close its doors next Thursday, August 3, because it ran out of money.

“We can’t afford to keep the virtual lights on anymore,” the company said in a note posted last night.

I’ve been writing about the company since it released its first closed beta in early 2015, and have met with their executives. I’ve used their platform with the Oculus Rift headset, with the Gear VR, and through their desktop viewer, and was impressed with their technology and business strategy.

In fact, I was thinking about launching a new community for a project I’m planning on the AltspaceVR platform.

The company was a leader in creating shared virtual reality spaces, attracting celebrities, holding high-profile events, supporting causes I care about, and making it easy for users to find things to do.

It’s absence will leave a big hole, unless a new investor decides to step in and provide more funding.

I’m actually surprised that funding fell through, given the huge amount of interest in virtual reality from venture capitalists — more than $2 billion over the last 12 months, according to Digi-Capital, and $800 million of that in the last quarter alone.

Where to go now

So if you’re an AltspaceVR user, or are just starting to get interested in social virtual reality, where do you go now?

Here are the leading alternatives:

vTime: My best pick. This platform has received a lot of media attention, and supports the widest variety of devices of any platform. It’s had more than 100,000 installs on Android alone — by comparison, AltspaceVR had fewer than 50,000 installs on Android. The vTime destinations can be accessed with Oculus Rift, Gear VR, and Daydream headsets and with Google Cardboard-compatible viewers via iOS, and Android apps.

Watch the vTime preview video below:

 

Other platforms:

VRChat: Currently has more than 200 virtual spaces, and allows users to use Unity to create their own. Available for the HTC Vive and Oculus Rift headsets.

myVR: A mobile-friendly virtual reality environment that runs on the Google Cardboard platform. Available for iOS and Android devices.

Facebook Spaces: Use your own photograph to create a virtual reality avatar of yourself, then hang out with your Facebook friends. Currently only works with Oculus Rift headsets, but there’s a similar platform called Oculus Rooms for Gear VR, which doesn’t have the same kind of integration with Facebook.

RecRoom: A social virtual reality space focused around playing games with your friends. Works with the HTC Vive and the Oculus Rift.

BeanVR: This is a Chinese company, with the platform available in English and Chinese. Works with the Oculus Rift.

Still in preview: Linden Lab’s Second Life replacement, Sansar, designed to be VR-friendly from the ground up, and Linden Lab founder Philip Rosedale’s new platform, High Fidelity.

VR Social App AltSpaceVR to Close

AltSpaceVR, one of the pioneering social platforms in virtual reality (VR), has today announced that the applications will soon cease operations. What this means for the development studio behind the project, based in Redwood City, California, is not yet known.

AltspaceVR-VRCapture-Reggie-emojisHaving made its debut in 2014, AltSpaceVR will be familiar to most of the early adopters of modern VR. Compatible with every iteration of the Oculus Rift and later launching editions for Google Daydream, Samsung Gear VR and HTC Vive, as well as a 2D mode for standard monitors, AltSpaceVR has long been considered a key asset for social VR spaces.

In recent years competition has grown, however. Programs such as Bigscreen, vTime and Bean VR have been chipping away at the potential audience for AltSpaceVR, and last year’s launch of Facebook Spaces was undoubtedly a bitter pill to swallow for the Silicon Valley startup.

Despite a raise of $10.3m USD in 2015, it appears that AltSpaceVR simply isn’t able to bear the wait for mainstream adoption of VR given the constant pressure of the competition, stating in tweet today: “Altspacers, it is with tremendously heavy hearts that we must let you know that we are closing down AltspaceVR very soon.”

VRFocus met with AltSpaceVR on many occasions, including at their Redwood City headquarters. You can see an interview with Bruce Wooden, Head of Experience at AltSpaceVR, in the video below.

Social VR App AltspaceVR Is Shutting Down

Social VR App AltspaceVR Is Shutting Down

When you establish companies and create things inside of a big new industry like the virtual reality marketplace you’re inviting a bit of risk into your professional life. Most VR companies right now are surviving on venture capital funding, limited software and hardware sales, or sheer force of will and passion in spite of dwindling bank accounts. For AltspaceVR, the landmark social VR application that quickly became synonymous with “hanging out” while in virtual reality, the runway has finally ran out.

Today the company announced that on August 3rd, 2017 at 7PM PT AltspaceVR will officially be shutting down. In a blog post entitled “A Very Sad Goodbye,” mentions of financial trouble outline the reasons for the closure. Similar fates befell the likes of Vrideo and Envelop as well.

“The company has run into unforeseen financial difficulty and we can’t afford to keep the virtual lights on anymore,” the company states in its blog post. “This is surprising, disappointing, and frustrating for every one of us who have put our passion and our hopes into AltspaceVR. We know it will probably feel similarly for you.”

For many people, myself included, AltspaceVR was one of the very first and very best ways to hang out with other people in a virtual space while wearing a VR HMD. Whether you were on a Rift, Vive, or Gear VR it was easy to hop on, hang out, play games, and feel like you were actually near one another.

However, AltspaceVR was free to download and use without much in the way of a monetization plan. “We’re a venture-backed startup,” the company states in the blog post. “We had a supportive group of investors that last gave us money in 2015. It looked like we had a deal for our next round of funding, and it fell through. Some combination of this deal falling through and the general slowness of VR market growth made most of our investors reluctant to fund us further. We’ve been out fundraising but have run out of time and money.”

Additionally, the VR landscape has changed a lot in the years since AltspaceVR first released. Bigscreen has a lot of similar features and does certain areas of social engagement better, while Facebook Spaces could very likely take the place of AltspaceVR as the default way of “hanging out” with friends while wearing a headset.

We have reached out to members of AltspaceVR for comment on the nature of the closure and what’s next and will keep you updated on what we find out.

In the meantime enjoy the last days of AltspaceVR before it comes to an end. And don’t forget to let us know some of your favorite moments from the past couple of years in AltspaceVR down in the comments below!

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Altspace VR News Show Gets Bill Nye The Science Guy

Altspace VR has established itself as one of the forefront of the new wave of social-oriented virtual reality (VR) content. The app not only provides a social meeting space for the VR world, but also broadcasts content, with various forms of entertainment and events appearing to users of VR. Altspace VR is planning to introduce famous TV scientist, Bill Nye as part of its MACH in VR science series.

MACH in VR forms part of the new digital content arm of NBC News. The third episode of the online series will feature Bill Nye, known to an entire generation as ‘Bill Nye the Science Guy’. Nye will be visiting Altspace VR to talk about ‘The Eight Principles of Everything’ and how you can unleash your inner Nerd and top into radical curiosity to solve almost any problem you may encounter. Interviewing Nye will be NBC News MACH Editorial Director David Freeman, who acts as the host of the show.

AltspaceVR logo

Previous episodes of MACH in VR are also available on Altspace VR and covered topics such as ‘Are We Alone?’ where Seth Shostak from the SETI Institute spoke with host Freeman about the ongoing search for alien life and the likelihood of there being life on other planets. Another episode was titled ‘7 Big Questions About the Cosmos’ which featured theoretical physicist and author Sean Carroll.

This is the second series that has been produced as part of the partnership between Altspace VR and NBC News, the first being Virtual Democracy Plaza. NBC have said that they believe that VR is a promising medium for storytelling and they are aiming to use it to showcase the innovation of NBC.

Bill Nye will appear on MACH in VR on 12th July, at 2:30pm PT. Further information can be found at the Altspace VR website.

VRFocus will bring you further news on Altspace VR and other VR events as it becomes available.

Getting Social in VR

Evidence for the human need to share experiences stretches back to the earliest cave paintings. Scenes from real life or the artist’s imagination were recreated and displayed for others to share.   Social interactions have accompanied almost all communication platforms. Reading and writing facilitated theatre and the formal play, early movies facilitated the cinema industry, radio and television broadcasts resulted in families and friends huddled around a single device to consume sports and entertainment. This article explores how innovators are making Virtual Reality (VR) a social experience.

Social interaction within VR can be distilled into three core elements – speech, movement, and emotional expression. Speech is easily captured and communicated using a microphone and VOIP. All VR devices support capture of head movement, and many capture arm/ hand movement. A surprising amount of non-verbal communication can be inferred from these movements, particularly gestures and gesticulations. Whilst elements of body language can be communicated in VR, the communication of emotional expression is lacking. As a work-around some VR social apps are relying on user-triggered emoticons and arm movement tracking to imply feelings and reactions.  We’ve seen some interesting demos from Oculus and others using cameras to capture mouth movements. Eye tracking will provide improved face to face interaction but eye tracking by itself is not sufficient.

Whilst we await the release of emotionally expressive VR, there are still a number of companies creating social platforms. One of the largest is AltspaceVR, founded by former SpaceX engineer Eric Romo. AltspaceVR is freemium software that supports high- and low-end VR headsets, as well as a 2D experience on computers and mobile. It allows users to chat, watch videos, and join a range of special events, from NBC News Q&A sessions to live music. Like many early social VR spaces, it’s similar to a VR-based Second Life –built less around sophisticated communication, and more around sharing experiences.

AltspaceVR focuses on simplicity and shared experiences.

For emotional interaction, Altspace focuses largely on voice and physical movement. As platform-agnostic software, it features many ways to communicate physical movement for social interaction – everything from simple controller-based movement, through to full-body motion tracking with Microsoft’s Kinect. However, this approach limits the sophistication of social interaction between platforms – users won’t often have equally elaborate set-ups, and so some modes of interaction might not be reciprocated. In terms of emotional expression Altspace supports a range of emoticons, largely selected by the user through a menu. It also supports eye tracking but, again, this is dependent on the VR platform being used supporting it. The main focus appears to be on connecting with friends and sharing experiences like live events or streamed video in a VR setting, which it does very effectively.

In real life, gaming is naturally a social experience and so it’s inevitable that social spaces are being built and enable playing together.  The gaming community has always been quick to embrace new technology that allows them to share play time in new ways. As such, many social applications for VR are heavily game-based, offering up a variety of minigames and tools for users. For example, Sports Bar VR offers competitive pool, darts, and skeeball, Anyland invites users to add and tinker with anything (really, pretty much anything) to their avatars or environment, and Rec Room has online multiplayer paintball, dodgeball, disc golf, charades, and more. These games have simple avatars, often cartoony and without arms, but all players can communicate through voice, movement, emoticons, and hand-gestures. In Rec Room, a fist bump results in an explosion of light – physical interaction is used to perform actions, and now you’ve formed a private party to go play paintball.

Rec Room’s use of the game charades is great for showing the capacity for fun brought with physical interaction in the digital world; getting someone halfway across the world to correctly guess that you’re acting out the movie Jaws in your office is a strange but compelling pastime. VR gaming social spaces focus on the fun of physically interacting and exploring the world and other users around you, and anything they miss in the subtleties of communication are often compensated for with absurdity and silliness from fellow players.

Gaming spaces like Rec Room revel in communicating through exaggerated avatars and situations.

In April Facebook finally launched its own foray into social VR with Facebook Spaces. In Spaces, users are represented by a cartoon avatar, with customised hair, face, and clothing. Spaces integrates Facebook services heavily – users can share photos and videos, take their own inside the space (to share on Facebook, of course), play simple games, or call non-spaces users through Messenger.

Interaction in Facebook Spaces is simple, but effective.

Facebook Spaces is part of a third subset of social VR applications – one step beyond sandboxes like AltspaceVR that focus on sharing content, Spaces is a polished experience built around all aspects of communication. Spaces is sophisticated and modern, and seems to pay quite a lot of attention to conveying authentic interaction. The Oculus Rift headset’s tracking communicate head, arm, and hand gestures to others in the social space reliably and universally. Facebook also invested time in making human-like avatars. Development lead Mike Book stated, “Facebook is about authentic identity, which is fundamentally about humans”, and this ethos is carried through to Space’s characters, who are stylised, but also authentically human and full of emotional range.

Facebook Spaces’ avatars, though stylised, look and feel human in their actions.

What makes Facebook Spaces interesting is the focus on communicating the emotional aspects of conversation. Like many similar applications, avatars’ mouths move in time with microphone output. In addition, the eye positioning of all users is interpreted, creating “eye contact” with others. Given that eye contact is a key form of nonverbal communication, this is a very important development. Spaces also integrates a wide range of emoticons, triggered by movement and by buttons on the Oculus touch controllers. Movement-based emoticons enable some spontaneity in the conversation, but, as Book says, “You have to invoke them. They’re not supposed to be accidental.” The need to deliberately remember to respond in a certain way abstracts emotional communication. Nevertheless, interaction-focused social spaces in VR are making big steps forward to providing authentic human communication in the space.

BigScreen VR has an interesting approach. Here, the social element largely revolves around sharing 2D content within VR. Users can share their work, games or entertainment content by allowing others to view their PC screen. Lip sync and inferred gaze tracking adds to the interactivity or the cartoony avatars. According to CEO Darshan Shankar, engagement  levels have been impressive, and to show their commitment to this new way of collaborating the company holds its meeting in VR.

Most VR platforms can be divided into these three subsets – sharing experiences, gaming, or authentically communicating. In the fledgling VR industry, developers largely haven’t yet looked to tackle more than two of these at a time. While sharing experiences and gaming in VR are natural fits that have seen massive growth, authentic communication in VR is still difficult to implement successfully. While almost all platforms support good interactions in speech and movement, emotional expression is still largely based on emoticons that have to be purposefully triggered by users.

At Emteq, we are working to deliver a virtual reality experience that can interpret and respond to a user’s emotional state. Our Faceteq™ technology allows user avatars to react in conjunction with the user’s own facial expressions – essential to truly authentic communication. Our expression recognition solution will integrate to common headsets and capture the wearer’s expressions accurately. We believe this affective computing is the key to authentic VR and AR social interaction, and will open up new avenues in digital social spaces. . If you’re interested in learning more, do get in touch.

 

Two Thirds Of People Want VR To Be More Social

According to a survey conducted by Greenlight Insights, the vast majority of people want virtual reality (VR) experiences to become more social and able to be shared with friends and family.

Videogames have often been erroneously considered to be isolating experiences, but consoles have long been equipped with more than one controller port for social play, and with the advent of services such as Steam and Xbox Live, it’s easy to play with friends who might live a long distance away and quickly switch over to Facebook or Twitter to organise a shared gaming session or celebrate a victory with a screenshot. This joined-up social experience is what many people are seeking from VR.

The survey from Greenlight Insights showed that 67% of people would be interested in social VR, with the number rising to 78% among those who have already tried VR. Also included in the survey report were figures saying that 75.5% of people would use social VR apps once a week, with 28.1% saying they would use them every day.

Facebook Spaces - VRFocus

There are a number of social VR solutions being worked on, from the high-profile Facebook offering of Facebook Spaces, Pluto VR and Altspace VR. Facebook Spaces has been covered by VRFocus before, and the software allows Oculus Rift users to hang out in a shared VR space, but the technology is currently still in early days and needs some improving and refining before it can hope to become as popular as Twitter or Facebook itself.

The VR industry is still waiting to see what the social VR ‘killer app’ will be, but VRFocus will be there to report on it when it appears.

360 Talk Show ‘The Future is Virtual’ Coming to Facebook Live, AltspaceVR, and iTunes

Clever Fox and Embolden Entertainment have announced a new talk show focused on the virtual reality (VR) industry called The Future is Virtual.

The show aims to bridge the gap between immersive media commentary, pop culture, and futurism with episodes hosted by Chadwick Turner and Dekker Dreyer. The Future is Virtual will launch tomorrow with a live show and selection of binge episodes. The first few in the series will feature topics ranging from the nature of virtual celebrity with Caitlin O’Connor of Arsenic Magazine to how big data will impact human evolution with Australian artist Ian Milliss.

The Future is Virtual-logo-altspace2

“I love what we do on TFIV. There are so many artists creating in VR and AR and I want the audience to love this revolution as much as I do,” said Dekker Dreyer CCO of studio Clever Fox in a statement. “The show has to be smart. It has to be funny. That means we’re front-loading it with interesting people and big ideas. Artists, actors, educators, scientists, musicians, writers, anyone who has a passion for VR. At the end of the day our show isn’t talking about headsets or platforms or cameras or game engines, we’re talking about how daily life will be completely transformed by this technology.”

“I’ve been in VR/AR since working at Amazon on the Fire Phone. That project educated me on the power of the smartphone — today, 2 billion devices worldwide have the capability of playing immersive content, however we still need better games, videos and experiences to convince consumers to leverage the power in their pocket. The smartphone is just the beginning of our ascension into virtual and augmented realities…and through TFIV I’m eager to investigate with my good friend Dekker, how society will be affected on both a personal and global scale,” adds Chadwick Turner CSO of MANDT VR.

The Future is Virtual will debut on Friday 5th May, at 6pm EST / 3pm PT / 11pm GMT. Guests include Ela Darling, pornstar and founder of vrtube.xxx and Ceven Grey of LA’s Arqade immersive entertainment space. The show will be streamed through a 360-degree Facebook Live feed whilst being simulcast to a virtual studio audience via AltspaceVR for Oculus Rift, HTC Vive, and Samsung GearVR users.

For further updates on The Future is Virtual, keep reading VRFocus.