30th Time’s The Charm: Jesse Schell Reflects On 3 Decades In VR

Jesse Schell is incredibly bullish about VR. He’s also often very wrong about it.

This is not something he hides, it’s actually something he seems to enjoy. In fact, Schell once revealed he thought VR would be a mainstream technology by around 2005. The jury’s still out but it’s looking like he was off by about 20 years or so.

And that’s far from the developer’s misfire; in 2016 he made 40 predictions about the future of VR during a GDC talk, some of them are yet to come to fruition, some of them were right, but many of them were staggeringly off the mark, like the prediction that PlayStation VR, Oculus Rift and HTC Vive would sell a combined total of eight million units in 2016. Even now that VR is finally gaining steam, he admits it’s growing faster than his more recent, much more conservative predictions suggested.

So, why should you listen to Jesse Schell?

Well, aside from years of experience being incredibly charismatic and often electrifying to simply listen to, Schell knows that getting things wrong is not only okay, it’s actually part of life with new tech. It’s this spirit of trial and error that’s kept the developer invested in VR for nearly 30 years and, notably, even informed some of his studio, Schell Games, best titles. I Expect You To Die is all about persistence, experimentation and the eventual satisfaction that comes with success. Jesse Schell and the wider Schell Games’ story is much along the same lines.

In fact, Schell’s work with VR extends even further back than when he founded the studio in 2002. He can trace his first memories of hearing about VR back to an early-90’s issue of Mondo 2000 magazine (described in his own words as a “techno-hipster” vibe). From that spark would come three decades of on-again, off-again association with the tech. He attended Carnegie Mellon Information Networking Institute, where he met a professor that was exploring early work in VR. “I asked if he needed any assistance from people who were doing networking work and he said, ‘Yeah, I’m creating the Networked Virtual Art Museum.’ And I said ‘Wow, what’s that?’ And he said, ‘I don’t know but I could probably use some help.'”

VR’s First Quest

DisneyQuest Aladdin
The Aladdin ride at DisneyQuest featured a large headset and a haptic chair.

You might imagine that the VR of the 90’s was very different to where we are now. And it’s true that the hardware was clunkier, heavier and much more cumbersome than an Oculus Quest 2. But, to Schell, the differences stop there. “The tracking worked magnetically instead of with video, but you had head tracking, you had hand tracking, you had fewer polygons on the PC, but when you’re on the silicon graphics machine you had about what we have now. The difference is the cost is about 1000 times different. The machines we’re working with were typically $200,000 to $400,000 machines. and now we’re talking about machines that are like, $400 machines and do the same thing.”

And you can very much see that in the projects Schell would work on in the mid-90’s, when he joined the Walt Disney Imagineering team. Imagineering developed a range of projects but one of its primary focuses was on the virtual rides and attractions for DisneyQuest, a somewhat unique addition to Walt Disney World Resort in Florida and, for a time, a standalone location in Chicago too. DisneyQuest was essentially an immersive arcade, with themed rides that used 3D screens or other interactive elements. Two rides, however, used elaborate VR headsets. One was a melee combat game named Ride the Comix and the other was a virtual ride on Aladdin’s Magic Carpet.

Whilst Ride the Comix was developed by an outside studio (though Schell notes there are some interesting direct comparisons to draw with Until You Fall), the developer worked directly on the Aladdin experience. “I learned so much about both game design and VR during that experience,” Schell recalls. “Elements of it, and moments in it, I’m intensely proud of. It was groundbreaking in its use of audio, steering interface, and even a tactile seat.”

But DisneyQuest, overall, was a strange venture for Disney itself. As Schell points out, the Florida location was successful in its 19 years of operation, though the Chicago center was short-lived, struggling to find an audience outside of holidays and weekends. “The biggest problem DisneyQuest had was too much focus on first-time experience,” Schell reasons. “Again and again, we’d ask management, ‘Do you want us to focus on first impression, or on replay?’ And the answer was always first impression. As a result, it was a great time for tourists, but what it needed to survive was a mix of tourists and regulars.”

But the actual tech behind DisneyQuest’s VR experiences was solid, if cumbersome. “I remember sitting at Disney in 1995 and staring at the problem, these magnetic trackers, which were hard to work with, and talking to one of the senior engineers and saying, ‘Why don’t we just do this with video? Why don’t we just use video and track it?’ And he laughed and he’s like ‘Yeah, maybe in 20 years, but the CPU can’t do it.’ And I was like, ‘Oh yeah, no, I guess you’re right. It’s gonna be a lot of processing.’ Turns out he was right.”

Once DisneyQuest had launched, however, Schell wouldn’t return to the world of VR for some time. Imagineering’s next project was the family-friendly MMO, Disney ToonTown, and Schell left the group shortly ahead of launch to move out east taking a job back at Carnegie Mellon University to teach at the Entertainment Technology Center. There he would continue to teach about building virtual worlds and critique those his students created. During this time, though, he started up a side gig consulting for some companies on a freelance basis. Old contacts at Disney and others came through to offer some early work eventually, consulting turned into light development work. This became an increasing emphasis. He called the outfit Schell Games.

A New Beginning

But, even as Schell Games was born, Schell himself had no intention of diving back into VR development. “VR had gone really cold because we’d seen what was possible, knew how hard it was to do magnetic tracking and it was really expensive. So it could only work if you’re gonna do entertainment. It was only going to work in location-based situations.”

Instead, Schell Games toiled away for over a decade on various projects, including some different types of experiences that would prove formative to the developer’s identity. Alongside games for the Nintendo DS, the studio would also work on educational and medical apps, with a particular focus on the former. But it wouldn’t be until the summer of 2012, a decade into Schell Games’ existence, that VR would enter the conversation once more. That was, of course, with the help of Oculus’ historic $2.4 million Kickstarter campaign.

“I remember seeing that and thinking, ‘Oh wow, this might be ready’,” Schell recalls. “Because it was working with optical tracking and a number of problems that we had worried about were getting solved.”

And so Schell Games started to do what it does best, to tinker. The developer would host internal game jam weeks where members could work on passion projects. Some members started to work on VR content, but not without a push in the right direction from Schell himself. “That was actually a really important part of it because I was always hype on VR, but a lot of people in the studio were like, ‘Ah, it’s just bad. It’s going to be like the next Kinect.’ So I started working with Jason Pratt, one of our engineers here, and said ‘Hey, see if you can fold together the best of the best experiences we can show people.'”

Some of these experiments led to Schell’s first commercial VR games. A Gear VR port of its ‘choose your own adventure’ sci-fi spoof, Orion Trail, was born out of a joke about how the text-based game would work in VR. It turned out if you ported the game to a virtual screen and then sat players in a Star Trek-style bridge, it worked pretty nicely. Water Bears VR, meanwhile, was an idea Schell himself bought off of some of his students at CMU for an educational grant the studio was applying for. It came to mobile first but the team thought its logic-based, pipe-connecting puzzling would be a great fit for VR.

Despite discovering some incredible experiences (Schell fondly remembers Daniel Ernst’s Blocked In) and working on its own, there was still some pessimism about VR within Schell Games in these early years. Ironically, that skepticism would set the team on the path to its first fully native game designed for VR first and foremost.

“We had somebody working on a prototype and I was like, ‘Okay, now I don’t want any locomotion in this because it’s gonna make people sick. I don’t want to deal with motion sickness. So do teleporting, keep it limited, try and avoid it,'” Schell says.

“And they completely ignored me that they just had you flying all over the place. And I’m like, ‘Whoa, this really makes me sick’. And they’re like ‘Yeah, this is why VR sucks because you can’t go anywhere. You put on the headset and you feel like you’re going to be a superhero and you’re not a superhero, you’re tied to a chair. What kind of superhero gets tied to a chair?'”

“We all looked at each other and said that actually happens all the time, but nobody ever made a game about that.”

No Mr. Schell, I Expect You To Die

The bones of I Expect You To Die were in place much earlier than you might think. The game wouldn’t release until November 2016, when the Oculus Touch controllers first shipped for the Rift. In that iteration it would feature fully interactive levels designed for hand controllers. But, long before that, Schell actually published its prototypes for the game on the now-defunct Oculus Share platform, where developers could release free experiences for the first two Rift development kits.

Its first release was, in Schell’s words, a “weird bookcase room” with some initial mechanics in place. “No one really paid much attention,” he says. “And we were like, ‘That’s okay. Maybe we can do better.’ And so then we worked in one that was a lot richer and had a lot more detail and we put that up and people really started to notice it and it became the highest-rated experience on the site.”

In fact, the demo remained one of the platform’s most popular experiences right up until Share’s demise in early 2016.

For Schell Games, this was a sign it was onto something. And so the team kept pushing the boundaries of what was becoming an escape room-style spy game in which players would have the power of telekinesis. Objects would handle in realistic and expected ways, but you’d be able to grab them from afar and bring them back toward you, or fit puzzle pieces on the other side of the room right in place. This was I Expect You To Die’s super power, a game that delivers richly-detailed and highly interactive environments that you could explore from the comfort of your chair.

More than just a puzzle game, though, Schell was building out a world where challenges had to be solved with real world logic. That’s why the team built cardboard sets that would mimic their virtual levels, so they could more easily get a feel for how things should be proportioned in a world and what would be in the player’s peripheral vision. It’s a perfect distillation of how VR development gets much closer to replicating reality than is necessary on a flatscreen.

The team was also adamant that there should be as few discrepancies between the real and virtual as possible. When I interviewed Schell a little earlier on this year, he spoke a little about that: “I remember on the first game we put in a champagne bottle as a prop and people were like, ‘Oh, great. I want to open it!’ Oh, of course you do. Okay. Now it’s got a cork and you can open it. ‘Now I want to pour out the liquid into a glass!’ Of course you do, now we’ve got to support liquid. Okay. All right. We’re supporting liquid now and ‘Great I poured it out and I can drink this champagne and that’s so cool. Now I’ve got an empty bottle. I want to break it.’ Oh, of course you do. Okay. So now there’s a broken glass. ‘Oh, okay, I want to take this broken glass, use it as a knife and cut this wire.’ Oh, of course you do. Now this is impacting our puzzles, but oh, okay, actually, that’s kind of an interesting side solve that maybe we didn’t think of and think about.”

The attention to detail clearly paid off. Nearly two years after launch, I Expect You To Die had generated $3 million in revenue on PC and PSVR headsets. It went on to launch on Oculus Quest in late 2019, drumming up a further $2 million on that platform alone by mid-2020. Several free levels were released, which Schell says allowed the developer to keep the game at its current price point. And, of course, it’s sequel launched this week, something that precious few VR games have enjoyed in the past five years.

Keep On Fighting

But, for all its success and innovation, I Expect You To Die had been a difficult project. “So we had our success with I Expect You To Die, but we knew the problem of making [it] is that it’s really hard and slow,” Schell says.

“You can’t make good puzzle games fast. You gotta think about them hard, you gotta build prototypes, you gotta do it wrong 50 times, and then you’ve got to polish it and polish and add and add and polish. It just takes really long to do.”

And, for all that work, you don’t get something that’s intensely replayable. A first-time run of I Expect You To Die’s missions could take you a few hours to see through. But, once you know what you’re doing, repeated playthroughs could take mere minutes. For its next project, then, Schell Games wanted to make something that players could go back to time and again.

“I always felt like the fantasy of sword fighting is a strong fantasy,” Schell says. “It’s like core to Dungeons & Dragons and so many different games. It’s just a core thing that video games have always delivered on pretty poorly.”

Plenty of VR games had looked into sword fighting, of course. Early hits like Vanishing Realms remain some of the best experiences for headsets, even. But plenty of other experiences suffered from poor implementation. Schell calls it the “waggle problem”; the idea that you can just stick your hand in an enemy, waggle it about and they’ll die in no time. That, Schell points out, isn’t sword fighting. But, without haptic feedback to help inform a player’s movements, how could you possibly make sword fighting work in VR?

“We can create tactile feedback in VR because every human being is already wearing a tactile suit and it’s made of muscles,” Schell says. “And if we can figure out ways to activate it, we can actually create tactile feedback.”

That was the basis for Until You Fall, a radically different experience to I Expect You To Die. Players would tackle an endlessly replayable dungeon, facing down different types of enemies in arcade-style melee combat. But the key to the game’s fighting was that it was lightning quick and reactionary – players would first block a series of attacks telegraphed by on-screen indicators. Eventually an enemy would tire and you could get in some fast-fire swipes. By keeping the combat light with only momentary contact between blades, Schell wanted to trick players into a sense of impact.

“When you know [where an attack is coming from] it creates a desire in you to move your weapons to that spot and stop. And when you quickly move a muscle and then stop your body, does this kind of pulse thing at the end, because that’s just how muscles work. And it sounds silly, but that pulse thing feels tactile, not necessarily the conscious level, but it’s at an unconscious level. It feels the clunk as you move your arm around. So we basically built a whole game around this notion of this, in this feeling of a thing that’s halfway between a rhythm game and an action game.”

Until You Fall took this concept and ran with it, creating one of VR’s most playable experiences (that still sits in our list of the 25 best VR games). The entire game is one big exercise in wish fulfilment, from slicing through the hordes of enemies to even little things like picking up a powerup and crushing it in your hand to activate it.

“To me, honestly, it is my favorite VR game of all time,” Schell says. “I’ve played it more than I’ve ever played any other VR game and not just because I had to work on it, but just because I just really enjoyed it. The whole, the way it involves your whole body. It’s just exhilarating, like physical activity in a virtual world can be really exhilarating and be really rewarding.”

Until You Fall was successful on a sales front, if not the runaway hit Schell had seen with I Expect You To Die, but the studio is planning more content in the future.

VR’s Lift Off

Perhaps what’s most surprising about Schell Games is that it has these two tentpole VR releases, with a sequel out to one of them, but it’s far from the only work the team’s done and doing in VR. Alongside those early mobile VR releases there’s been work in AR with Lenovo’s Jedi Challenges and Magic Leap, partnerships with Google for Daydream titles and Lego for more VR. The team’s also retained its focus on educational experiences, putting out Chemistry experimentation app, HoloLAB Champions in 2018 and HistoryMaker VR last year.

“VR is a tool for education,” Schell told me in a previous interview. “It’s an incredible tool for that. However, practically, so far that’s been in the realm of experimentation, the platforms that have been out, the PSVR and the Vive, the Quest, none of them are particularly friendly to educational institutions. None of them are designed for that. So that’s a little bit of an uphill battle market-wise to figure that out, but that’s going to come, that’s going to happen.”

So, no, Schell hasn’t always got things right. And, like every other VR developer, the path hasn’t always been easy. Schell, prone to firing off great quotes, once said that if Oculus Quest couldn’t make it the industry should “hang it up”. But Quest has succeeded, and it’s succeeded faster than the developer had predicted. Now Schell Games doesn’t have any reservations about pushing on in VR.

“We spent years trying to get the rocket to take off and now the rocket is launching and flying across the sky and we’re not going to jump out now,” Schell says. “We’re going to go, we’re going to ride this thing.”

“And for me, this is personally important because I really believe in the medium of video games. I believe in video games as just a powerful means of artistic human expression and VR is the most immersive most powerful video game experience there is. It might not be the number one most lucrative, but it’ll be in terms of human experiences that can be had and artistic experiences that can be created it’s going to be the sort of the vanguard and the most powerful and the best in the world.”

The Virtual Arena: The Virtual Theme Park! (Part 1)

With the destination VR approach gathering momentum, the need to establish a profitable model exercises many developer’s minds. Out-of-home entertainment specialist Kevin Williams in his latest two-part column reflects on the influential facility concepts that are shaping development in the virtual reality (VR) scene – this first part looking at the original innovative concept that set the mould.

While some mourned, many may not have been aware of the closure this month of one of the most pivotal (and longest running) entertainment projects in the establishment of the immersive entertainment sector, called DisneyQuest. Even fewer aware of this VR attractions project, let alone why it was now a victim of the axe. But rather the end of a failed experiment, it’s termination comes at the very time where the concept behind the experiment finds fulfilment.

The concept in question is that of an indoor interactive theme park (also seen as a mini-theme park) using VR technology to bring immersion and high thrill levels to make a smaller regional faculty act as compelling as a theme park. DisneyQuest was part of a franchise concept that would have seen multiple facilities opened across the globe.

The first DisneyQuest was opened to much fanfare in 1998, though only a Chicago sister facility would ever follow and shortly close, (while land would be broken for an abandoned Philadelphia site). The aspiration of this approach to a location-based entertainment (LBE) concept would be abandoned but not forgotten. Though the indomitable Orlando DQ facility would go on to become the longest operational LBE franchise with a permanent VR attraction offering. (Aladdin’s Magic Carpet Ride the oldest running continuously.)

The concept of indoor interactive theme park was not originated by Disney however – but was derided from previous development that saw the Japanese amusement industry invest millions into the development of ATP – Amusement Theme Parks. Facilities opened in Japan that married the concept of a deluxe amusement venue, with specially developed interactive media attractions (called Hi-Entertainment machines). Most notable of these by the NAMCO Wonder Eggs facility (first opened in 1992) and the SEGA Joypolis (first opened in 1994) – these venues planned as chain stores than would offer a theme park in a box, with the digital interactive medium offering a repeatability revenue stream that traditional theme resorts achieve through and through.

 

Conceptual art of the type of Hi-Entertainment machines [Credit: Arcade Flyer Archive]

These ATP concepts attempted to apply for the first-time innovative new digital technology. Along with interactive game narrative, the display medium was revolutionized. SEGA’s Joypolis, one of the first to deploy an attraction that used VR technology. The ground-breaking  Head-Mounted Display (HMD) became the first of its kind to be used in a VR motion ride attraction; called the VR-1, and launched in 1994, the six-rider space themed attraction, gave a glimpse of the future of this technology.

 

The SEGA Mega Visor [Credit: Compute.info]
The SEGA VR-1 in action

Seeing the birth of this immersive entertainment, the Walt Disney Corporation looked to play its part in development of this sector. Initially under Michael Eisner’s chairmanship, Disney started high-level negotiations with then ATP leader SEGA, working towards a joint project to bring a version of the Joypolis concept to the West. But at the time, corporate differences between Japanese and California management styles ended in abandonment.

With the collapse of the SEGA negotiations, the two parties would split – SEGA would jump into a partnership with Universal and Dreamworks to create the failed GameWorks amusement chain, (that would inevitably be brought-out from bankruptcy by management). While for Walt Disney, the dream of indoor theme park projects continued, with the formation of Disney Regional Entertainment given the responsibility of operating several concepts that included DisneyQuest, with aspirations that over 20 locations would be placed at major conurbations for maximum foot traffic.

Borrowing heavily from the Japanese amusement trades ATP aspirations, Walt Disney Imagineers (the corporation’s world renown research and development operation) created a concept that comprised the latest digital entertainment platforms within a 90,000-sq.,ft., facility – the most advance undertaking of its kind and pointing to an investment in offering both regional and international entertainment experiences.

DisneyQuest, at its heart, embraced the interactive attraction experience narrative and comprise, for the time, ground breaking VR and immersive technology. Many of the ideas touched on by the original Japanese ATP’s refined for a Western audience. Incredibly ambitious and technically challenging, the multi-million Dollar budget was soon swallowed up in achieving the required “Disney” level entertainment.

One aspect of this innovation was the development of the DisneyVision VR platform, an impressive tethered HMD system, that allowed guests to navigate a virtual world. The VR system in DisneyQuest employed in two experiences (Aladdin’s Magic Carpet Ride and Ride the Comix), running on Silicon Graphics supercomputers. DQ also employed Augmented Reality attractions and immersive projection system – years’ before mainstream adoption.

Launched in 1998 at Downtown Disney Orlando, the imposing building ushered in a new age of immersive entertainment, and received critical success, but was a facility that proved a monster to kept fed and define. The temperamental technology cost much more than expected, and the need for a dedicated staff operation saw a poor return on the grandiose revenue expectations. Likewise, the new Disney Regional Entertainment found it difficult to understand what they had with DQ, or how best to promote it.

 

Exterior of the first DisneyQuest [Credit: Attractions Magazine]
Interior of the first DisneyQuest [Credit: Inside The Magic]

By the time of the planned second facility opening in Chicago, the writing was on the wall for this project, and Disney’s regional chain store aspirations were shelved. DisneyQuest Orlando however defined all the critiques and continued to generate revenue while offering a useful family entertainment in the area. Many times’ staving off closure as it offered a unique interactive entertainment medium in a location bereft of such amenities. However, nothing lasts forever, and at the beginning of July 2017, the venue was finally closed, most of its attractions (and the building itself) far beyond their intended operational life.

Just as DisneyQuest shutters its doors for the last time, (and the amusement machines are auctioned off) there are others that have learned from this failed experiment to develop what could be the successor to the original indoor theme park approach. With the launch of brand new projects from SEGA Joypolis and BANDAI NAMCO. The very manufacturers that fuelled the interest in this approach though their ATP development now driving the next phase of innovation.

The second part of this column lifts the lid on the brand-new developments that hope to raise the crown, and become the new successors to the VR infused indoor theme park throne.

The Virtual Arena: How Safe Are You In It?

Continuing his regular column for VRFocus – leading exponent of the out-of-home entertainment sector, Kevin Williams, takes time away from reporting on the latest trends, and reveals the fundamental issues of how safe the player is sharing headsets in the public-space.

As with all tech-trends, along with the innovation, a lot of hyperbole usually surrounds the core technology. That hype will swirl and dance around the reality of the application, and inevitably manifest itself into a scare-story. This latest phase of interest in virtual reality (VR) is no different and has inexorably been drawn to the dark side. This now sees the blind leading the blind concerning the speculation of contamination in using HMD’s in public settings.

Having been involved in demonstrating and operating VR technology in out-of-home applications since the 1990’s; I think you can all agree that we may have some experience in the realities of usage in this environment, and more importantly be able to address the issues that are actually of value in this deployment.

History

We have seen many head-lines in popular media questioning a possible danger of infection with disease from the use of a headset during a public demonstration. Speculation of catching “Oculuar Herpes”, “Pink-Eye” or other germs or viruses. But also, a common concern is of bacterial transmission and infestations (such as hair lice) that sharing a head-mounted device could speculatively transmit from user to user.

But the reality of deployment and contamination is far less sensational as the miss informed would have the public believe. And that in a history of deploying VR in public-space many important lessons have been learned.

Rather than a new application, VR has been in operation in high-foot traffic locations, serving player upon player, since the 1990’s. The first VR amusement systems were deployed in amusement and attraction venues back in 1992, and have seen a constant stream of players using the head-mounted gaming experience. Rarely mentioned, the Walt Disney Corporation operated from 1997 till only a matter of months ago (2016) one of the longest running VR experiences at their DisneyQuest indoor theme park experience.

Image via TripAdvisor

Within this five-story facility, several ground-breaking immersive digital attractions were operated including two VR attractions. One of these included the influential VR experience Aladdin’s Magic Carpet Ride, based on the Walt Disney Imagineer technology experiment Disney Vision Adventure; first installed at EPCOT in 1994 seeing some 45,000 guests experience the then new concept of virtual reality. The DisneyQuest attraction derived from this work, and became the longest constantly operated VR attraction to date – Aladdin’s Magic Carpet Ride having entertained over a million guests at the venue.

The secret to this VR installations issue free success being used by thousands of guests at a time, is in the application of lessons learned from the original experiment and the fundamentals employed by the theme park industry as a hole. The use of a special separate, detachable head-liner factored ease of usage of the (in today’s comparison), crude VR headset. The specially developed ‘DisneyVision’ visor created to offer a simple and easy to clean platform between guest. As simple as the methodology seen applied with ‘3D cinema’ glasses used by millions each day, and which have equally not been the hub of a spread of bacteria or virus.

What has been defined as the “Three-R’s” – all head-mounted displays (HMD’s) hoping to be applied in the crucible of public-space entertainment must be Robust, able to survive being dropped and manhandled by hordes of guests. They should be Resilient, offering a durable but simple design that is created to offer no medium for the transfer of germs or virus and are simple to clean; and finally, they must be Reliable, offering a simple fit for different anthropomorphic head shapes to be catered comfortably, and able to operate continuously.

But beyond the use of specially developed HMD’s like DisneyVision, the current VR arcade and attraction scene has seen the deployment of consumer based headsets into the public arena. First with deployment as development kits at game conventions, then later used as attractions at venues. One of the best examples of a venue that has seen thousands of guests experiencing VR in an out-of-home entertainment environment has been supplied by BANDAI NAMCO Games. The Japanese amusement powerhouse undertook a year-long experiment to create an ideal game facility to evaluate the best practises of deploying VR in an arcade setting.

Image via Forbes

The VR ZONE Project i Can, opened in a Tokyo mall in April, the special facility offered the best in VR entertainment to those prepared to reserve a slot to visit, (often booked weeks in advance). Already covered in detail in a previous report – fundamentally, the VR ZONE evaluated, along with many things, the best practices of deploying what is basically an updated HTC Vive (Business Edition) headset into a public environment. Along with an appropriate cleaning regime, BANDAI NAMCO’s team also addressed the perceived issues of operating a HMD in a society super sensitive to such intimate contact of a shared device.

In addressing this issue, BANDAI NAMCO became one of the first to deploy the “Ninja Mask”, as a shield in using VR head-mounts. Based on the already familiar Japanese facial mask, this variant was created that fitted over the eyes. A means to personalize the usage, and hope to negate sweat and makeup from one user to the next. The system also hoped to alleviate the red mark that surrounds a user’s face after extended contact with the headsets gasket. The VR ZONE, (like DisneyQuest), only recently closing but gaining valuable data on how to deploy VR to a mass audience.

Issues

What has been learned from all these, and the many, applications of VR in public-space is that a level of professionalism of deployment is needed when dealing with a large audience, being ushered into a virtual experience. Where the game convention demonstrations may have been laid-back to the needs of appropriate usage of the hardware, the commercial sector must be much more professional and aware of the issues.

Regarding the best practise of deploying VR in the public space, the issues can be broken down into two key elements:

Cleaning Regime: The need for an appropriate means to clean the HMD between user is both essential to alleviate any possible transfer of medium, but also to act as an appropriate demonstration of best practise to the guest. Large theme parks have already started to deploy VR on their attractions, and all have created a dedicated regime regarding operation of the headsets on their rides.

Examples like the Galactica at Alton Towers theme park, in the UK – sees a steel-coaster converted to operate as a VR attraction, specialist headsets created with weatherproof shielding, and an easy clean interior. Also, the attendants operating the ride apply a “Wet & Dry” cleaning procedure for guests; a wet wipe-down when the unit is taken off the guest, and a dry wipe-down when handing to the next.

Galactica Alton Towers

The use of the correct cleaning materials is essential, many of the early demonstrations saw a confusion of methodologies. Disposable baby-wipe tissues mistaken as being appropriate, and the issues of using alcoholic wipes on sensitive skin and hardware. Nowadays all operators have been schooled in the appropriate non-abrasive anti-bacterial cleaning material.

Appropriate Operation: The need is also in training of the attendants to the best practise of loading and unloading the guest into the VR experience, how to place the HMD on the face, and to ensure not only that the unit being handed to them is clean, but is operating correctly.

The attendant must pay more heed to the concerns of the guest, not familiar with venturing into a virtual experience, and much of the preparation is to ensure they are at their ease. The concerns about the guest’s appearance seem to factor more than the concerns of bacterial issues. The avoidance of “Oculus-Face” (the red mark around the face, left after contact with the gasket) has seen in some cases the deployment of disposable “Ninja Masks”. While the deployment of special covers over the HMD offer a better material for wipe down and the avoidance of bacterial transfer.

Along with ensuring correct cleaning and operation, the attendants also need to be trained to check the guest’s reaction to the experience; the issue of Sim-Sickness and disquiet with experiencing VR for the first time are all aspects that need to be checked when operating a complicated and new technology, such as VR, to a large audience.

So, in conclusion, the deployment of VR into the public-space is not new, and the hidden issues are not unknown. Be it, 3D cinema glasses, bowling center shoes, or go-kart crash helmets; the need for appropriate cleaning is essential, but also best practise in operating technology like VR. Though the speculation of horrendous situations may be peddled by social media – only now coming to the realization of the popularity to try VR outside of the home – as always there is no need for alarmism, but professionalism is essential.

Following hot on the heels of this feature, I will be turning the gaze to the explosion in interest in ‘VR Arena-Scale’ platforms, seen by many as VR’s answer to lasertag, and the application of attraction style implementations of this exciting technology.