Neurogaming Targets Out-of-Home Entertaiment With Two VR Platforms

Neurogaming showcased two products to the press last month, both of which aim to revolutionise out-of-home entertainment services. Their first product is a platform called Cinema VR, a cloud-based solution for virtual reality (VR) arcades. The second product is called Polygon VR. An arena space where five full body players are able to interact with one another in a free roaming space, which can be recorded and broadcast to television, tablets or phones. VRFocus spoke with Alex Morozov, Chief Marketing Officer of Neurogaming about their future ventures.

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Players compete with one another in RevolVR at a location based tournament.

Cinema VR launched December 2016, it’s a turnkey solution for location owners allowing them for quick and easy access to essentially create a four-player VR set-up. It can be used for various different use cases such as for demonstrating industrial applications such as demoing or selling real estate or immersive gaming experiences. Anything that requires up to four users experiencing or interacting with a space can be enabled with Cinema VR.  A Cloud-based solution, Morozov explains that the platform services a completely cycle from the selection of an area, content management, location management, guidelines for assembly, a catalogue of available locations, personal training, help with marketing and a pipeline of content.

With an integrated CRM system that is capable of third-party ear pieces, Cinema VR is supposed to help upscale and cross sale as Neurogaming will offer in-app purchases if the location hits a critical mass of users. The CRM is also able to recognise returning users, so if a child interacted with a character in an experience already and returns – the character will recognise her and potentially introduce new objects to interact with. The CRM will allow companies or individuals to register user preferences and offer ways to stimulate customers to return. Really what it is, is an easy set-up for users who are looking for an easy solution that can simply be controlled with a tablet to introduce VR for up to four players in a VR space. Cinema VR is set up on a subscription model at the moment, but next year between Q1 and Q2 it may be coming to consoles and and home users.

Cinema VR is already located in over 40 countries and will come with its own content that Neurogaming create in-house. They’ve already created several VR experiences that span several genres, including well-received shooter RevolVR. An eight minute game, Neurogaming tested the experience last November where they offered over $20,000 as a prize and saw how RevolVR engaged with audiences. Their next VR videogame World of Tanks, is already in Beta testing in Moscow and will be released to the Cinema VR platform come May. Morozov says that they have around 150 leads at various stages for creating more content that will be available to Cinema VR platform users. For now they have 50 locations in Spain with two locations opening in Vancouver, Canada and potentially over 18 Cinema VR locations opening in the United Arab Emirates. Morozov explains that location based VR is a great entry point, a space ripe for entrepreneurs as there is a renaissance taking place in the arcade market.

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VRFocus in motion-capture attire and VR headsets play in real-time in New York with a player in Moscow.

Neurogaming’s second product will excite anybody working in immersive entertainment, television, eSports and general videogaming. Polygon VR is an ambitious plan to amalgamate those audiences and connects up to five users in full body tracking systems and VR headsets. Polygon VR then uses a server to connect various physical arenas together and has integrated a built-in broadcast and television system that will allow for live-broadcasting to television, laptops, tablets and mobiles.

Morozov compares it to films The Running Man and The Hunger Games film trilogy, where players can be in dramatic action with zero trauma or risk but with all the spectacle and drama. All the action will be happening in real-time, across real locations with real people all filmed and edited by live action directors and producers to create a show. He also mentions a second screen ability that would enable viewers to have a direct impact on the action taking place. For example if an escape room scenario was taking place, viewers could give a hint to help them. If it was a shooter videogame, viewers could offer team support and try to debuff an enemy team. At the moment they’re hoping to bring AAA franchises on-board to help and bring something which Morozov believes can revolutionise the entertainment industry.

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At the moment Polygon VR h ave two locations in Moscow, one in New York and one in Amsterdam. Polygon VR will also be available at the Game Developers Conference (GDC) where they will be able to demonstrate the smaller more mobile version of Polygon VR. Essentially, Polygon VR would be able to create a media show that can also double as a location based entertainment system. Neurogaming are hoping to bring it to Asia as well after showcasing at the Tokyo Games Show in Japan last year and are in talks with several partners in China too.

Morozov says that Polygon VR is hardware agnostic, and as soon as a new piece of hardware is available, they will be the first ones to purchase them and prepare them for both Cinema VR and Polygon VR. At the end of the day, he says that format, concept and content are king in this new age of immersive technology.

To find out more watch the video below.

World of Tanks VR Brings Location-Based Warfare to Consumers This May

Creating a virtual reality (VR) videogame has its challenges, especially when tackling the subject of motion sickness. VRFocus spoke in-depth with Tamaz Murgulia, Chief Experience Officer of Neurogaming about their latest VR videogame World of Tanks and how they tackled it by looking at field of view (FoV).

VR hasn’t hit mass market yet, this means that your average consumer or the general public have still not adopted VR at home. Until the prices for VR headsets has gone down, there’s been a resurgence of arcades dedicated to VR. These out-of-home entertainment locations have started to appear in numerous locations around the world. This is exactly the space and target audience for Neurogaming, who are seeking to revive the local arcades. “It’s too clumsy to come into your home right now with all the wires, but perfect for out-of-home entertainment where you have a spare fifteen minutes,” Murgulia explains.

Creating a VR videogame has it’s own challenges as well, especially when it comes to motion sickness. Murgulia seems to remember painful memories of trying to do this, explaining that their first concept for a VR tank game was to put various players in the same tank with different roles. Neurogaming have spent around a year prototyping, experimenting with what works and doesn’t work in VR. Their first experiment RevolVR proved to be their first success. A videogame experience that lasts only eight minutes where players had to fast draw against others and win. A simple game that made players completely exhausted but had them extremely excited. “This is the experience we want to deliver,” Murgulia says, “we wanted to do something like this but with different mechanics.”

Murgulia explains that when it comes to tanks in VR, “motion sickness would be the main enemy. The adversary that hasn’t been beaten yet, no one know how to do this except us. You cannot avoid it, but you can trick your mind into not feeling that you’re motion sick.” He explains that their first step towards success is by creating intuitive controls, and that they’ve invented a mechanics of movement control which didn’t make you think too much. Players can aim separately to the movement of the tank by simply using the touchpad, this way players can look around them whilst moving around a map.

Their second solution was solving the field of view. All corners of the tanks have to be visible, and you can’t be too low or too high. You have to see the corners of the whole tank, but not on turret height and certainly not near the ground. Murgulia says that, “your mind is effected by screen resolution, and should get sick but it doesn’t because it doesn’t have much time for this. it has a goal, it’s completely taken with the idea of killing, evading, of getting kills, shooting and all this.”

So far players, even those who have  never tried VR before have not experienced any motion sickness.

Currently World of Tanks is in beta mode in one location in Moscow. This is just to get feedback and will be launching to all of the locations Cinema VR exists around the world starting from May. World of Tanks by this time will have more than just team death match, but also various maps and a progression system as well.

World of Tanks can be played with four players in real time in Cinema VR, but Neurogaming are also currently looking to increase this and connect two Cinema VR systems together so four players can battle it out with tanks with four other players. This would make for a total of eight players fighting against one another in real time. To find out more watch the video below, and for further updates keep reading VRFocus.

VR Trends To Be Excited For In 2018

Despite the apparent burst of the virtual reality (VR) hype-bubble, we’ve learned a lot about the technology’s capabilities and limitations throughout the past couple years. We learned that hardcore PC players just aren’t jumping on the technology as much as people had hoped. Steam’s own statistics shows less than 0.3% of all users owning or actively using a VR headset. So if the Oculus Rift isn’t the next big thing, what does that bode for VR?

Well, it’s worth noting that as of writing, there are 1,760 VR-related company startups, with focus spread all over the map. What we’re basically looking at is the hopeful boom of VR into the mainstream, and bringing the technology into everyday use. We’re a couple decades away from full-dive VR, which is the total immersion experience most people think of when they think of what VR ‘is’. If VR technology is able to align with mainstream consumer interests, however, then funding towards making that vision a reality (no pun intended) will certainly happen.

Now, here’s what we can expect for VR trends in 2018:

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Advertising Campaigns

The possibilities of VR advertising is something a lot of companies are drooling over – things like car companies being able to put you inside the seat of their latest model, such as Audi’s VR showroom. Or the NFL advertising the SuperBowl with commercials from a helmet-camera perspective being plugged into your VR. Performing artist concerts being advertised with footage of the band from inside the crowd. There’s just generally going to be a lot of exploring ways to use VR in marketing campaigns.

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Travel and Tourism

While technically falling under advertising, we’re most certainly going to see an increase in VR used to promote the travel industry. Take a look at KLM RoyalTraveladver Dutch Airline distributing VR headsets to travelers waiting to board their flight, giving the passengers a virtual experience of KLM’s flight services. While several tour companies have already been using VR to give virtual tours, its mostly been in the 360 video realm – what we’re going to see is trying to bridge the gap between 360 video and immersive VR, allowing travelers to explore locations before booking vacations.

VR Education In School

Education

There’s a lot of potential application for VR in the classroom, and we’ll most certainly see it adopted into online virtual classroom scenarios. Companies such as ClassVR are already promoting standalone VR headsets, aimed at both primary and secondary schooling. And while some colleges, such as the University of Southern California, are offering programs such as medical training in VR, we should also see online courses adopt the technology to simulate a classroom experience.

Casual VR Gaming

More Casual Gaming

VR as a serious gaming technology isn’t quite up to expectations yet, as indicated by the current sales and reception from amongst the hardcore gaming crowd. But the problem there was trying to market the technology to the hardcore gaming crowd in the first place – as VR begins catching on in the ‘mainstream’, we’re certainly going to see the technology adopted into casual gaming. Browser based videogames in particular are a great place for VR to find a foothold with the mainstream – if you consider even simple videogames in like Bonk.io have received millions of visitors, we’ll definitely see developers trying to work VR into their creations. And the tools exist for it – engines like Unity3D are able to export to WebGL and utilize WebVR plugins.

In-Home Theatre Experience

In-Home Theatre Experience

There’s two schools of thought regarding VR as a technology for watching movies at home – the first is that it’s totally awesome. The second is that it is completely isolationist and makes it impossible to enjoy a film with the family, when everyone has their own headset. Thus, its likely we’ll see app developers try to bridge this gap – something like each family member having their own virtual avatar, and being able to “see” each other in a virtual movie theatre, with the movie on a big screen. In fact, Paramount Pictures just recently partook in a deal to bring one of its films to a virtual movie theatre.

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Increased Demand in the VR Job Sector

The job market itself in the tech sector is experiencing a massive demand for nearly all things VR related. With so many startups and million-dollar investment companies, there is currently over 1,700 job postings in the VR sector on Indeed.com – and around 47% of VR industry positions are hired through LinkedIn. Companies are on the hunt for everything from UI/UX designers, Unity developers, to the ever-popular Computer Vision Managers. It’s going to be a hot year for the VR job industry, for sure.

You can of course get a great selection of VR jobs here on VRFocus every Sunday in its regular feature The VR Job Hub.

Virtual Smell

VAQSO VR was revealed at the 2017 Tokyo Game Show, which is a small device that attaches to any VR headset and can emit realistic smells. This has tremendous implications for how we’re beginning to include all of the senses into virtual reality. Numerous demos were showcased alongside the VAQSO VR, such as a tour through scenic areas of Japan, with environmental scents to complete the atmosphere. I’m just really praying this technology doesn’t find its way into fart gag apps (somebody had to say it).

What’s Important

At the end of the day, it is important to understand that even if the VR niche is in full development, there are still a few years before we can consider it a serious trend. For now, people only get a headset if they absolutely want to try a new experience and a different point of view.

We definitely like the idea of having access to a more immersive cinematic experience, but the main application for VR is still in the gaming industry. The day when you’ll be able to be completely transposed into a game (yes, TRON reference everyone!), VR will become extremely popular! Until that day comes, most of us will watch the development of this niche from a distance.

 

Don’t Think VR Has A Future? Wait Until You Try Wargaming.net’s Free Roaming VR

Wargaming.net is renown around the world for its online tank-based multiplayer World of Tanks (WoT). The company also dabbles in plenty of future tech like virtual reality (VR) and augmented reality (AR) to ensure it stays up with current trends, such as its VR spectating experiment during the WoT 2016 Grand Finals or the Tank 100 app. Then earlier this month the company announced a partnership with Russian VR specialist VRTech, to bring its location-based entertainment to Europe. The first unveiling of which took place at Gamescom 2017 and VRFocus was there to try it out.

If you’ve read VRFocus previous coverage you’ll know that VRTech’s system comes in two flavours, Cinema VR and Polygon VR. The former is the simpler of the two which VRTech franchises out. This involves a setup rig that’s 5 metres by 5 metres, consisting of four HTC Vive’s suspended from the top of the metal framework. This allows all cabling to be off the floor giving players a reasonable movement range much like you’d have in a home setup. The system also allows up to four players in one session.

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For the Cinema VR demonstration one videogame was playable, a first-person shooter (FPS) called RevolVR. This was essentially a wild west shootout scenario, very similar in fact to Dead and Buried. After activating the character select wheel  – which chooses automatically – each player finds themselves dotted around a small level, with a limited amount of cover to hide behind. It’s then a case of killing your opponents as quickly as possible, either with body shots or a few well placed headshots with the pistols provided – no other guns were available.

This sort of title is ideal for a setup like this, limiting movement to ducking behind cover and popping up to take a shot. While it won’t amaze gamers who are well attuned to VR, it will certainly impress those who’ve never even tried VR – and that’s the point – as the locations will be in shopping centres or amusement arcades for example. And for this purpose Cinema VR does an admiral job.

Switching to Polygon VR however is another ball game entirely. This is wireless, complete free roaming gameplay, much like The VOID or Zero Latency. This has an area of 10 metres by 10 metres, using an MSI backpack, StrikerVR gun, and a customised Oculus Rift headset. Again, this is designed for four players but now there’s plenty of kit to wear as the system tracks your entire body. So attached to your feet, legs, waist, elbows, hands and head are markers – similar to mo-cap setups – enabling operators to track every movement of your body for full immersion.

This is definitely not the sort of attraction you’ll find in a shopping mall, it’s way to big, complicated and time consuming to setup, this is one for theme parks. Just getting everything hooked up and ready took at least 20 minutes, with the videogame taking about 15-20 minutes to complete. Here’s the thing, put four friends into Polygon VR and they’re going to have a brilliant time, or they should do. When VRFocus tried the experience it was with two strangers who only spoke pigeon English which made it hard to build up a team dynamic with a solid plan on achieving success, but it was easy to tell how that would work with some buddies.

The actual videogame on demonstration was called Paragon, a military shooter where you had to ascend a tower, taking out machine gunners and snipers, punching in codes to activate sections to eventually free a UFO before getting picked up in  a helicopter.

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In parts it was amazing, just like VR in general has to be seen to be understood, this type of VR takes the technology to a whole different level and you’d want every immersive experience to be like this. However it wasn’t all plain sailing, at times things glitched out and became almost unplayable.

When things ran smoothly the ability to just wander around a platform, picking off enemies, then moving to another position, seeing a team mate and having to remember to physically walk around them was as equally weird as it was brilliant. Home consumer VR is immersive that’s for sure but this dials that up to eleven – laser quest just won’t cut it anymore.

Now this may have been due to Gamescom and the fact that any sort of wireless communication is horribly unstable, there were times when things just didn’t work. Trying to punch a four digit code in became a test of perseverance and luck, hit the wrong number and trying to delete it would erase the previous numbers, building that feeling of wanting to hit the keypad before realising it wasn’t physically there.

Then at times the tracking went so suddenly one of the other team members would have their feet above their heads, arms contorted into some unfathomable position like a freaky Picasso painting. The most annoying however was when the gun lost tracking, it was visually there but not in the same place as the actual gun, or it would glitch about so trying to shoot a sniper nestled into a tower became almost an impossibility.

So there were some issues granted. After finishing the demo though all that fell away to leave a feeling of excitement. Like any new tech finding its feet there are going to be hurdles to cross, and VR has overcome many with plenty more still to go. One thing’s for sure, location-based, free-roaming needs to be a part of VR’s future and Wargaming.net and VRTech are on the right path, now where are the tanks!

Wargaming to Showcase VRTech’s Polygon VR and Cinema VR at Gamescom 2017

Earlier this month VRFocus reported on World of Tanks developer Wargaming.net announcing a partnership with Russian virtual reality (VR) specialist VRTech, to bring the latter’s location-based immersive experiences to Europe. Well that’s happening sooner rather than later with Wargaming.net’s stand at Gamescom 2017 to showcase Polygon VR and Cinema VR.

Polygon VR and Cinema VR are essentially two sides of the same coin. The first provides the experiences and tech required to play in VR, with VRTech creating its own in-house first-person shooter (FPS), a ‘School of Magic’ team exercise and a puzzle solving adventure, all of which are multiplayer based.

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While Cinema VR is the location solution that VRTech franchises out to various locations across Russia. With enough play area for up to four people.

Alongside VRTech, Wargaming.net will also have plenty of tank related stuff going on, taking up 1400 m² of show floor with new iterations of World of Tanks on PC and consolesWorld of Warships, and a public world premiere of Creative Assembly’s Total War: ARENA.

Talking about Gamecom 2017, Victor Kislyi, CEO of Wargaming said: “For Wargaming and each of our employees, who are gamers by heart, the shows and meetings at our two gamescom booths are the highlight of each year. We are so proud to finally unveil all our latest achievements, future games and put on a great show to our true fans plus thousands of new players. We’ll have chance to chat, get their feedback and deliver truly legendary and fun experience during five amazing days in Cologne. This is also our chance to meet most of our current and potential future partners in person to strengthen our business relationships and to be even more successful together in the future.

VRFocus will continue its coverage of Wargaming.net, reporting back with the company’s latest VR projects.