The Virtual Arena: Amusements VR Obsession Continues – Part 2

The application of XR into the attraction and amusement landscape is covered by industry specialist Kevin Williams. His latest Virtual Arena column concludes its two-part coverage of America’s largest amusement trade event, charting the leading immersive trends.

AEI showfloor
Image credit: KWP

Returning to Las Vegas, and the 2022 Amusement Expo International (AEI) – the event offered a chance to chart the significant trends that are shaping the market. The hunger for VR was still intense from operators entertaining the returning audiences to their facilities. The lockdown has incubated a “cabin fever” with many of their customers, and social entertainment has proven still to be a growing business, even post lockdown. However, there is a need to find the right mix of immersive technology, and repeatability, from the trends on display.

One of the leading new trends in VR for location-based entertainment (LBE) adoption are those of tethered “VR Enclosures” and free-roaming “VR Arenas”. The latest tethered headset enclosures offer the ability for players to compete in groups, with multi-player experiences. This was represented at AEI by Inowize, bringing its ‘Arkadia Arena’ six-player VR Enclosure to the show, avidly played by exhibition attendees. The company launching a new VR game for the system called Heroik – a competitive battle arena game.

Akadia Arena - Inowize
The Akadia Arena from Inowize. Image credit: KWP

Regarding developments in the free-roaming VR applications, AEI debuted several new developments. Previous years had seen backpack PC’s employed in the free-roaming business approach, but the latest standalone VR headsets, favouring mobile processors (mostly the Qualcomm XR2), have offered an opportunity to develop the next generation of VR Arena, and offer a more simplified operation model.

VEX Arena
VEX Arena in full action. Image credit: KWP

Exhibitor Shaffer Distributing represented VEX Solutions, which had its VEX Arena hyper-reality platform, going through its paces at the show, an arena that is scalable, able to accommodate the available space at various locations. Next to them was SPREE Interactive, with their family-friendly SPREE Arena. Both platforms are able to accommodate multiplayer VR games, using Pico headsets.

The Pico Neo VR headset series offers equal performance to the Meta Quest 2 but is focused on enterprise, and had become a simple alternative headset for mobile processor standalone gaming. SPREE was also promoting development of a new arena-based experience with its VR Bumper-Car platform, developed in partnership with I.E. Parks, a report on its deployment after launch coming soon.

Spree Arena
Multiplayer action on the SPREE Arena. Image credit: KWP

The competition element in social entertainment was underlined across the numerous new releases at the amusement trade event – and especially regarding VR developments. One of those exhibiting their state in this was Phenomena, with its ‘VR Esports Arena’. A dedicated turnkey arena-based system that can support from four to eight groups of players, competing in a fast-paced eSports-based tournament with livestream eSports support, all from an audience-friendly arena. The platform is one of the first at the show to run on the HTC Vive Focus 3 headset, though many other manufacturers in this sector are looking at this headset as a go-to solution for the next generation of standalone gaming.

Phenomena arena
Competitive action in the VR Esports Arena. Image credit: KWP

Mixed Reality

Not all the interest in the market was on the VR side, AEI was the launchpad for a brand new MR platform. Developer Valo Motion will be a familiar name to readers from our coverage of their Valo Climb augmented reality climbing wall platform – marrying projection mapping onto the wall and tracking players’ movements and interactions with the virtual objects. So, creating an interactive game system from a conventional climbing experience.

Valo Motion has taken the aspect of placing the player’s physical movements into the game experience to a new level, with the launch of the ValoArena. Using chromakey and tracking, up to six players can compete in mini-games within the “Immersive Enclosure”, with their bodies and movements represented on the screen. The competitive games are supported by the ValoApp which allows players and operators to chart scores and create tournaments – leading obviously to a streamed eSports opportunity. Game videos can be shared instantly, too. Exhibitor CSE also had a body tracked game system with its ‘iWall Arcade’ – players getting quite a workout from the system, their body movements represented by their on-screen avatar.

ValoArena
Physical turned digital in the ValoArena. Image credit: Valo Motion

The ability to mix the digital with the physical was also illustrated by exhibitor Media Vision. The company along with their active physical games systems demonstrated The Great Bazookaball Time Transporter. Using a large projected screen, players use the company’s pneumatic “bazookaball” launcher, shooting real balls at hordes of zombies on screen, in a cartoon wild west game. The ability to have multiple players makes this both a fun and compelling game experience for indoor and outdoor applications and illustrates the diversity of the immersive game experience in the modern market.

Bazookaball Time Transporter
Physical balls launched at digital screen from Media Vision. Image credit: KWP

AEI 2022 was a great return to physical trade events, and an eye-opener to the advancements and developments in the LBE VR scene, but also opened a window on the greater deployment of immersive technology with MR starting to make inroads into this lucrative market.

COMING NEXT – While staying in Las Vegas, The Virtual Arena will be reporting on the application of XR in the venue business, with detailed coverage from the brand new AREA15 immersive entertainment venue.

The Virtual Arena: Amusements VR Obsession Continues – Part 1

The application of XR into the attraction and amusement landscape is covered by industry specialist Kevin Williams. His latest Virtual Arena column provides two-part coverage of America’s largest amusement trade event, charting the leading immersive trends.

AAMA
Image credit: KWP

It would be difficult to hide the shock that some in the media have had towards the explosion in interest for out-of-home amusement and entertainment, following the arduous global lockdown. Where some had written that the restaurant, cinema, and amusement industries would never survive – in the shadow of the global health crisis. But the customer has again proven popular media wrong – and has jumped at the ability to socialize and enjoy entertainment post calamity. Mirroring the 1918 pandemic, many observers now expect a “New Roaring ‘20’s” atmosphere to grip the market.

The American Amusement Machine Association (AAMA) and sister organizations held in Las Vegas during March, the 2022 Amusement Expo International (AEI), gathering all things amusement and entertainment to bask in the return to physical show events, but also the newfound excitement in the business – and one of the trends that was defined in this excitement was VR.

Virtual Reality

We have reported from the last London amusement trade event on developments seen there, and we can see that they have gathered pace since January with many new developments and trends in evidence on the Las Vegas show floor. The leading trend was the continuation in investment in “Self Service VR Kiosks” – these systems offer an amusement-like operator’s dynamic, but still embrace the interest in VR entertainment.

We had reported on the launch of the VRsenal ‘V2’ Standalone VR Kiosks previously. The game was shown for the first time for most US operators at AEI, supported by the latest game content, including Vader Immortal – Lightsaber Dojo (licensed from ILMxLab). And new titles Rhythmatic (developed by Blackwall Lab), and VR shooter Space Pirate Trainer (developed by I-Illusions, through Vertigo Games). The ‘V2’ uses a rugged HTC Vive headset in a special retractable harness mounted into the eye-catching kiosk.

AAMA - VRsenal titles
Latest selection of titles on the V2. Image credit: KWP

Creative Works booth also showed a ‘V2’ platform, but this one was populated with content developed by VRstudios. The new ‘Fury’ platform was running the two-player basketball skill game Hoops Madness. The immersive hoops game had the player trying out their game in virtual reality, developed to support an extensive tournament element that will create league-based competition supported by online apps. This is the first of a series of sports-based VR games aimed at creating thrilling competition from VRstudios.

AAMA - Hoops Madness
Getting to grips with the Hoops Madness VR game. Image credit: KWP

A newcomer to the Western market that launched at AEI was VAR Live with their ‘VAR Box’ VR kiosk system. The company has had strong success with the system in the Asian market. The ‘VAR Box’ currently using an Oculus Rift headset (though the company is planning on rolling out a new headset soon). The player wielding a gun interface incorporating their controller, taking part in several shooting experiences. These games are linked to a dedicated tournament infrastructure, which has eSport support and looks to apply the same model in the West.

AAMA - VAR Box
Shooting action with the VAR Box. Image credit: KWP

Also, on display in this category, exhibitor Benchmark Games International, working in partnership with BoxBlaster had developed ‘VR X-perience’ – a VR kiosk with a popular kid-based VR game called ‘Gold and Mace’, offering one of the first ticket-redemption VR pieces. We had already reported on the launch of the SEGA Amusements International (SAI), ‘VR Agent’ platform – the upright VR kiosk that incorporated the VR headset into the body of the players gun to create an immersive shooting experience that did not need cumbersome headbands, that was seen by the US trade at the show, for many for the first time.

We have also charted in the trade the explosion in “VR Ride Systems” – two-rider, motion seat machines such as the Virtual Rabbids (LAI Games), STORM (TRIOTECH), or King Kong of Skull Island (Raw Thrills), along with at AEI, Chinese examples from company 360action! using Deepoon E3 VR headsets.  But the technology had gathered pace and a new entrant to this category was revealed to the amusement trade.

AAMA - VR Ride Systems
The VR ride experience from 360 action! Image credit: KWP

Creative Works on their crowded AEI booth showed SpongeBob VR a licensed property, developed in partnership with MajorMeg. The game has two players taking the rolls of SpongeBob and his best friend Patrick Star in a wacky racing game. The motion-base cabinet, using tethered HTC Vive headsets, has the driver using his body movements to steer their jalopy, while the player at the rear launches Krabby Patties at customers lining the course, to score points. Building on the VR ride experience, but with a strong game element to generate repeat play.

SpongeBob VR
Fast two-player action on SpongeBob VR. Image credit: KWP

The ability to offer a unique physical element within the immersive experience differentiates Out-of-Home VR gaming from consumer applications, and AEI had examples of the latest “VR Motion-Platform” products. Barron Games represented the ‘Birdly’ flying VR experience from Somniacs. Players lay on the special motion platform, moving their arms to steer their flight through the virtual world. With experiences such as ‘Wingsuit’ and the virtual bird simulator ‘Cities WeR’.

The ability to totally immerse the player within the virtual world was given a new spin at the show with the launch of the production prototype of the EnterIdeas, gyro-motion ‘AT360’ platform. An enclosure single seat simulator that spins the player through a 360’ motion envelope, offering a thrilling ride experience. The company has developed the unusual DogeCoaster, a VR crypto meme-based ride. Just starting the process of placing the attraction at venues in the US.

AAMA - AT360
Going for a spin in the AT360. Image credit: KWP

This concludes the first part of our coverage of the 2022 American Amusement trade extravaganza. The second part will follow shortly covering the other VR and MR trends making their mark on the scene.

The Virtual Arena: The Changing VR Out-of-Home Landscape – Part 2

The Virtual Arena

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams reports – concluding this two-part feature. The impact of the latest trends in free-roaming VR attractions is looked at, as well as the continued success of VR enclosure business. Then the report turns its gaze to the impact of the health crisis, and what life for the VR entertainment scene could be #AfterLockdown.

Amusement Expo International
Amusement Expo International: Image credit KWP

Returning to the surprisingly crowded show floor of the influential B2B Amusement Expo International (AEI) in New Orleans, during early March. Days before the global health crisis would shut down all commerce – this show revealed the key trends and issues that would need to be reevaluated for a market in transition after lockdown.

Moving away from the approach of standalone VR amusement platforms, seen on the show floor that conformed to the more traditional pay-to-play model (covered in the first part). The amusement and entertainment facility sector had been revolutionized by the appearance and deployment of multi-player videogame experiences that offer a compelling attraction.

This approach has seen two unique categories – the first being “VR Enclosure” systems, these using frameworks to cordon off the player space. This has become a distinctive category of its own, and one of the most successful developers of this approach is Hologate. The company based in Germany has sold hundreds of their four-player systems across the market and came to AEI with an updated ‘HOLOGATE Arena’ – offering a compact two-player version of the system, to suit all sizes of location.

Hologate at EAG 2020
VR teamwork in the latest blaster from HOLOGATE. Image credit: KWP

Another developer of this kind of VR enclosure system was from Minority Media, having developed its own small foot-print enclosure, the operation was promoting its latest dedicated game system with ‘Transformers: VR Battle Arena’. Based on the popular Hasbro franchise, four players compete in a player-vs-player blaster, taking part as the famous robots in a fast base and competitive experience.

Looking at a larger enclosure offering, AEI exhibitor Inowize, in partnership with their lead distributor had their six-player enclosure system called the ‘Arkadia VR Arena’. The platform using the HTC Vive Pro headsets, tethered to the ceiling of the enclosure, offering a multiplayer immersive game experience. The flexibility of the system also offering a four-player variant.

The need to offer the latest platform that achieves the best ROI is essential in a fast-moving sector such as VR amusement and entertainment deployment. The latest variants of the VR enclosure category have started to use the new and emerging VR technology. Manufacturer Box Blaster has created a dedicated enclosure to suit the needs of the market, using the latest Valve Index high-end VR headsets for their four-player ‘Box Blaser VR’. And have focused on a family-friendly approach for their content to drive the key demographic interested in trying VR experiences.

Box Blaster VR
Box Blaster VR. Image credit: KWP

Purpose-built enclosures that allow entertainment facilities to run their own VR arcade-style operations, to compete with independent venues, was also on display. The new developer Sektor VR presented at AEI, their enclosure called the ‘Sektor 001’ that used a giant LED spectator screen to allow the audience to see the virtual environment that the players inhabit. The enclosure allowing two players at a time, both using wireless HTC Vive Pro headsets. As with all in this category, the operation is from a touch-screen kiosk, offering a selection of games provided through the popular Springboard VR content distribution platform.

One of the largest and most impressive of the enclosure systems is that offering from Virtuix – a completely enclosed environment offered by their ‘Omni Arena’. The attendant attracting players to come inside the system, prepare to enter the VR environment using the innovative omnidirectional treadmill, to physically navigate the virtual world. Virtuix has worked hard to create a competitive game environment and were running cash prize ‘VRZ Tournament’ during the show, illustrating the eSports credentials of their hardware.

As we saw leading up to the Health crisis, interest in “Arena Scale VR – Standalone” (the second leading category) has grown exponentially. These represented the deployment of the next innovation in tech, with the Standalone VR headsets such as Oculus Quest, Pico Neo2, HTC Focus Plus, and other systems offering a VR multi-player platform. That could be a cheap alternative to the more expensive and complicated backpack PC VR platforms, for area-scale (free-roaming) deployment. As covered in VRFocus recently this sector still garners much interest with developers like VirtuaActions and their ‘Cyberaction Arena’.

VEX Arena
VEX Arena. Image credit: KWP

The March AEI show reflected the growth of popularity in this trend across the trade floor.  Those companies exhibiting with their entry into this category included VEX Solutions with its ‘VEX Arena’ representing a six-player free-roaming turn-key system. The platform building on the operations’ experience with backpack VR systems. The new ‘VEX Arena’ uses specially customised Pico Neo2 headsets. A flexible arena platform that can accommodate four, six, eight and even 10-player configurations.

Another exhibitor with this category of experience was Arenaverse – showing its ‘Arenaverse’ platform, offering a free-roaming system requiring a minimum footprint of 20ft x 30ft – a totally scalable platform ranging from two players all the way up to twelve. An operation comprising accomplished VR executives in this field, many of the lessons from previous endeavours have been applied. Recently coming out of secret development, the platform comprises a unique operator kiosk that charges the headsets and launches the experiences.

The AEI exhibitor, Scale-1 Portal, is an official Oculus IVS Partner, and presented using the Oculus Quest headset, their new ‘Voxel Arena’ – one of the first official standalone free-roaming four-player spaces, crafted to offer unique multi-player specialist experiences. One of these unique titles is the energetic rhythm music game (‘RYTM’), played as a group in a highly frenetic immersive music experience.

Voxel Arena
Voxel Arena. Image credit: KWP

This is a snapshot of the considerable impact that VR had on the last major amusement and entertainment trade event of the post-pandemic market. The March Amusement Expo was driven by the innovation that VR was having on the industry, seeing 10% of the exhibitors on the show floor offering a VR solution of some kind.

VR Entertainment’s Future

From all the developments that were presented at the beginning of March, the then Out-of-Home entertainment sector looked to be continuing its rapid growth in market dominance. But this advance would be placed on hold as global commerce was impacted by the ravages of the COVID-19 epidemic. With all Western VR arcades and location-based entertainment centres shuttered, the industry has been placed in hibernation, eager to re-emerge.

VR Arcade
One of the many shuttered location-based entertainment facilities. Image credit: KWP

Going into these latest weeks of lockdown for the entertainment, hospitality and non-essential businesses, across the West; there is a mood towards attempting to understand what the #AfterLockdown future business for location-based entertainment (LBE) VR will look like. Many operators drawing up plans on how they will welcome their guests to the new landscape of social entertainment in an evolving landscape.

The consumer VR scene while in lockdown has proven that the interest in this technology has not diminished, and with the successful launch of Valve’s Half-Life: Alyx, there has been a desire for more. Not every one of the record number of watchers of the streamed “lets-play” of the videogame has access to the VR hardware or intend to buy it, but this does not mean they would not pay heavily to be able to experience the title. And already plans are in place to support VR arcades to run this title as an option to their clientele.

Hygiene and safe operation of their experiences are a constant for the Out-of-Home entertainment sector long before we entered the grip of the pandemic. Numerous developers have added extensive cleaning and guest operation procedures to ensure that as with the 3D cinema sector (with 3D glasses), bowling sector (with shoes and socks), paintball sector (with goggles and masks) and even the Go-kart sector (with helmets and race suits), the guests experience is a clean and comfortable one. Many operators of VR hardware have deployed “Ninja Masks” (disposable paper liners for VR headsets) to customers using their hardware.

VR Ninja MaskManufacturers are also looking to incorporate dedicated self-disinfection systems to their hardware, similar to that seen with VR LEO USA’s platform (covered in the previous part) – as well as emulating the work that CleanBox Technology has been developing with their UV-C disinfection stations for VR deployment in enterprise. Companies also like VR Cover have supplied specialist versions of their system for use on most VR amusement platforms.

Operators of large numbers of VR headsets ensuring the manufacturers accommodate the needs of resilience and durability regarding deployment in entertainment. The extra development time that has been afforded to the industry during this hiatus will inevitably result in major development work, and increased ingenuity in the deployment of this technology into the market.

Once the restrictions of isolation are eventually lifted and the population is allowed once again to enjoy themselves, there will be no doubt that VR entertainment will continue to play its part in the vast variety of offerings from the Out-of-Home entertainment landscape. But with increased burden on disposable incomes and concerns of venues operating under restrictions from local government, that the “new normal” for the sector will take some time to be defined with undefined new elements added to the mix. We await, with interest, to report on these new developments.

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.

Virtuix Heading To Amusement Expo International

When it comes to virtual reality (VR) videogames to many things still aren’t what they want them to be, and part of that is that the sense of immersion doesn’t necessarily match up with what they expect or would hope for. There is an ongoing desire for freedom of movement when it comes to VR. One of the reasons this year, 2018, promises to be the year of standalone head mounted displays (HMDs) and wireless or ‘untethered’ solutions coming to the fore.

Virtuix OmniHowever, there’s still the desire to move around with actual 1-to-1 movement as opposed to moving via one of the methods of teleportation often employed. And unless you’re looking to enjoying a warehouse style VR experience, when it comes to that kind of feeling in the home there aren’t many solutions.  One that does however is the idea of the omnidirectional treadmill, a motion platform that enables 360 degree movement whilst in a virtual environment. Examples of which include Chinese company KAT VR’s KAT Walk treadmill, which has support from titles such as Arizona Sunshine, Island 359 and Dreadhalls and there is also the somewhat more well-known Virtuix Omni treadmill.

VRFocus has followed the story of the Omni for as long as the site has been in operation. Founded in April 2013, the company based in the city of Austin in Texas, hasn’t had the smoothest of roads. Multiple successful funding and investment rounds did not result in the end product for all. However, Virtuix has been consistently updating and has now shipped more than 2,500 units, is an official hardware partner of HTC and Omni systems can be found around the world.

Virtuix OmniTheir latest announcement sees the company reveal it will be participating in next week’s Amusement Expo International at the Las Vegas Convention Center, something that no doubt VRFocus will be covering at a later date in our series The Virtual Arena. Virtuix will be demonstrating their hardware, as well as Omni Arena and their Omniverse videogames platform which saw the addition of support for Vindicta earlier this month.

CEO Jan Goetgeluk will also be at the event too, as part of a discussion on how owners of location-based VR spaces can maximise their return on investment.

“We’re very excited to show our latest Omni improvements and Omniverse games at the Amusement Expo,” Said Goetgeluk. “Ever since we launched our Omniverse gaming platform, the Omni has become an entertainment hit at VR arcades and top FECs around the world like Rec Room in Calgary or PlayTime Crown in Melbourne. We look forward to introducing the latest Omni technology to FEC operators from the U.S. and elsewhere.”

Amusement Expo International takes place over Tuesday February 27th 2018. VRFocus will bring you more news on developments with the Virtuix Omni and other VR hardware very soon.

VR’s The Star As Amusement Expo International Returns Next Month

Regular readers of VRFocus will know that we often dip into how virtual reality (VR), augmented reality (AR) and even mixed reality (MR) are being utilised in the world of arcades and amusements – or to use the umbrella term with other similar ventures, Digital Out-of-Home Entertainment (DOE), in our regular series The Virtual Arena by guest writer Kevin Williams. (The most recent two part column of which you can find here and here.)

The DOE industry is always a busy one with things changing all the time, and the addition of immersive technologies hasn’t done anything to slow things down. In fact there are a number of events already on the way in 2018, in the UK alone this week is the EAG and Visitor Attraction Expo; taking place at the ExCel Exhibition Centre in London from tomorrow, January 16th through to January 18th 2018.

At the end of next month however, the DOE industry’s attention will switch back to Las Vegas, Nevada (just after we’ve finished there for everything with CES 2018) for the upcoming Amusement Expo International at the Las Vegas Convention Center. There, for the very first time there’ll be an entire day of panels and seminars all dedicated to VR as well as a dedicated pavilion for VR related exhibitors.

“Arcades will continue to be the locations where most people will first experience VR”, says Bob Cooney who acted as curator for the Amusement Expo International’s ‘Virtual Reality Education’ programme of events. “Billions of dollars have been invested in virtual reality startups based on the expectation that the consumer market was poised to explode. However, with consumer adoption emerging slowly, companies are now flocking to location-based entertainment as a means to showcase their products and build the consumer awareness they hope will lead to greater adoption.”

The current event list is scheduled as follows, with all events taking place in Pavilion 4 at The Westgate Hotel on Tuesday, February 27th:

9:15 AM – 10:15 AM – Introduction: Virtual Reality – History and Trends of Consumer and LBE VR

10:30 AM – 11:30 AM – SWOT Analysis for the LBE Market

12:45 PM – 1:30 PM – Moderated Panel: Marketing and Positioning your VR Attraction for Maximum Reach and ROI

1:45 PM – 2:45 PM – Moderated Panel: Why and How VR Attractions Require a Different Operations Mindset

3:00 PM – 4:00 PM – How to Select the Right Content and Equipment for your Audience

4:15 PM – 5:15 PM – Thinking Outside the Box

VRFocus will bring you more information about the activities at the event as they are revealed.