Historical World War I VR Experience ‘War Remains’ From Dan Carlin Coming To PC VR This Month

War Remains Home: Dan Carlin Presents an Immersive Memory is a historical VR experience presented by Dan Carlin that’s centered on the Western front of the first World War coming soon to home PC VR headsets this month on May 21st to PC VR headsets via Oculus Home for Rift, SteamVR, and Viveport at a price point of $4.99.

The historical VR experience is a collaborative effort between MWMi as producer, Brandon Oldenburg as director, Flight School Studio as the developer, and Skywalker Sound on audio design.

The experience won the Tribeca Film Festival Out-of-Home VR Entertainment of the Year award in 2019. In War Remains, users will get to feel what it was like in the heat of battle during the “war to end all wars” in the trenches. World War I was a major inflection point in the history of the planet and War Remains aims to be an accurate and immersive way to see and feel what it was like in the middle of a battle. Specifically, War Remains focuses on the Battle of Passchendaele.

“I wanted to create a time machine that would give people just a taste of what soldiers experienced on this unimaginable battlefield, and I think we’ve come as close as possible while still giving people a bearable experience,” said Dan Carlin. “It is my hope that people – students, teachers and the general public – can use ‘War Remains’ to gain a greater understanding of one of the most impactful events in world history.”

Personally, I’m eager to try this out. One of the most impactful VR experiences I ever did personally was focused on the first flight of the Wright brothers back in December of 1903. Standing on the hill at Kitty Hawk as their plane flew by over head was incredibly immersive.

Do you plan on checking out War Remains later this month? Let us know what you think down in the comments below!

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Virus Popper Is An Educational VR Game About Personal Hygiene To Help Combat COVID-19

Washing your hands is important; so important, in fact, we’ve even got games about it now. Virus Popper is a free educational VR game about personal hygiene that teaches players the value of hand washing, social distancing, and the danger of viral infections.

Virus Popper was created by a two-person development team as VR For Good project, led by Alexander Clark and published by Starcade Arcade. The game will release for free on April 9th on the Oculus Home Store, Steam, and Viveport.

At the start of the game before the action starts, you’ve actually got to wash your hands, virtually, in the game for at least 20 seconds with soap. During the game the goal is to defend yourself from virus orbs flowing toward you by blasting them with cleaning spray, toilet brushes, mops, and more.

Hopefully this will help build strong habits. Other novel implementations of personal hygiene best practices (and the COVID-19 pandemic) include NPCs coughing into their elbows instead of their hands or into the air, the robot companion, Proxi, measuring distances to ensure aliens are at least 6-ft apart, and increasing the chance of your character getting infected if you ever touch your face.

There are also rolls of toilet paper to stack, but it does absolutely nothing to help. Well played.

Even though Virus Popper is positioned as an educational game it should be stated that this is not officially endorsed by the CDC, WHO, or any other official organization as a means of accurate education for hygiene and cleanliness to combat COVID-19. But, the core of it is about washing hands and avoiding touching your face — both things the CDC, WHO, and everyone else agree are smart to do.

For more on Virus Popper, check out the game’s Steam page.

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Enter The VR Kitchen Designed To Raise Awareness Of Food Poisoning

Food poisoning is a real problem and can strike at anytime and according to the World Health Organization (WHO), 600 million people suffer some form of illnesses after eating contaminated food. The subject of food poisoning impacts not just public health and safety but can also national economies. Though improving hygiene training is the fundamental root cause of helping to tackle this problem, virtual reality (VR) might also be the way forward.

The Corrupt Kitchen

This is the answer according to a group of academics who are creating a VR experience which is design to help train individuals in kitchen hygiene. Thanks to the advancements in technology, reduced development costs and wider adoption of the products, turning to VR to help train people and raise awareness of food poisoning is a logical decision.

The project is titled the The Corrupt Kitchen VR and is being made at the University of Nottingham by the Digital Research Team as a means to educate and train users on food hygiene and food poisoning. Dr Paul Tennent outlines The Corrupt Kitchen VR writing on the projects blog saying: “The Corrupt Kitchen VR is a game where players must balance the task of cooking meals as requests come in with adhering to health and safety rules: keeping themselves and the kitchen clean and free of infestation; ensuring the quality of their ingredients; and ensuring that their employees have all the correct paperwork. The more meals they produce, the more money the restaurant makes and the higher their score. Neglecting the other tasks will certainly make them more money, but there’s an associated risk.”

The Corrupt Kitchen

As the users will need to deal with an endless queue of customers they must ensure they preform all the needed tasks while maintaining a high level of hygiene within their kitchen. Washing their hands, mopping the floors and keep rats out of the kitchen will ensure a good result if a bit less income. The Corrupt Kitchen VR also allows for a second player to join the experience and act as a health inspector. They will be able to assess the chefs work and issue fines as they see fit. “But inspectors are people too – they’ve got families at home and bills to pay – maybe a healthy bribe will make them forget seeing that rat in the meat grinder?” Tennent notes on the blog post.

The experience is being built within the Unity 3D engine and taking advantage of the HTC Vive in order to give players the freedom they need to tackle the challenges. Every detail of the title is being built with detail in mind from the movements required to flip burgers to the options available when it comes to hiring staff for your kitchen. The goal of The Corrupt Kitchen VR is to ensure people are aware of the issues surrounding food hygiene, besides other kitchen responsibilities, and educate them ready for the workplace.

The Corrupt Kitchen VR is still in development and the team at Nottingham University continue to document their process on their blog. VRFocus will be sure to bring you all the latest on this title in the future so stay tuned for more.

From 2D to 3D Design: AR/VR Workshop for Designers Launches Kickstarter

A new Kickstarter launched by Crystal Wang and Abhinav Sircar aims to raise funds to put on a workshop that will allow design students to learn about augmented reality (AR) and reality virtual (VR).

SVA NYC Photo

Called From 2D to 3D Design: AR/VR Workshop for Designers, the goal is to help designers break into the evolving VR/AR space by giving them a chance to attend a full-day of talks and sessions. The goal of the Kickstarter is to raise the needed funds to get hold of all the equipment that is needed to run the workshop for 50 attendees. The spaces are open to students and professional designers interested in learning about emerging VR and AR technology and how to transition from 2D design to 3D design.

There are a number of speakers planned for the event including prominent members of the New York AR/VR community to speak to the attendees. The current list of speakers includes:

  • Nicholas Fortungo, Co-Founder/CCO, Playmatics; Game Designer, Teacher, and Artist
  • Jenya Lugina, Co-Founder at Friends With Holograms
  • LaToye Adams, researcher in Media and Educational Technology
  • Mischa Fierer, AR/VR Designer at Spatial

From 2D to 3D Design: AR/VR Workshop for Designers

From 2D to 3D Design: AR/VR Workshop for Designers is looking to raise £1,419 (GBP) and at the time of writing is only £400 short of their goal. A number of stretch goals are included as well which, should they be meet, will expand the material at the workshop and even bring it to a new location. If $6,000 (USD) are raised then an additional 10-person hands-on building session will be held with ARKit. Should the Kickstarter raise $10,000 (USD) then the workshop will be taken to San Francisco to allow backers on the West Coast a chance to attend as well.

There are a number of different backer tiers available ranging from the low donation of $4 (USD) to help support the workshop and get a digital thank you, to $10 allowing you access to the full videos and keynote slides from the day. Workshop admission tickets cost $45 and are limited to 30 spaces in total, with other options available to sponsor a group of students to attend should you wish to support the workshop that way.

From 2D to 3D Design: AR/VR Workshop for Designers will be held in the School of Visual Arts Interaction Design Studio in New York City on Saturday, September 29th, 2018.

VRFocus will be sure to bring you all the latest on this in the future.

Common Sense Report Highlights Potential Impact VR Has On Children’s Development

Common Sense, a leading nonprofit organization dedicated to helping kids thrive in a world of media and technology, have released a new report that looks into the potential impact of virtual reality (VR) on kids’ development.

Virtual Reality 101 Infographic 01

The new report, made in collaboration with SurveyMonkey, looked into what concerns and opinions parents have on VR in regards to it being used for child development. Looking into the impact that VR can have on cognitive, social, and physical well-being, including VR’s ability to shape the perspectives of young minds. As VR technology continues to develop at a rapid rate and become more widely adopted, Common Sense set out to understand the effects of children’s use of immersive technology on their still-developing brains alongside parental attitudes and concerns.

Titled ‘Virtual Reality 101: What You Need to Know About Kids and VR’, the report explores a number of different areas that might be of concern to parents and developing children. Leading experts also took part in the report and are found to be advocates of moderation, supervision, and additional research as VR becomes increasingly prevalent in entertainment, education, and health care. The report also highlighted a number of positive opportunities for parents and educators to be aware of with VR technology. This includes children beginning to develop the ability to understand the perspectives of others.

Virtual Reality 101 Infographic 02

“VR is an exciting new technology that is already showing promise in teaching children important life skills such as empathy and perspective,” said James P. Steyer, CEO and founder of Common Sense. “There is still a lot to learn about VR, and we have a responsibility to parents and educators to understand how it impacts child development so
they can minimize the potentially negative effects while maximizing the positives. As advocates and researchers, we have a unique opportunity to stay on top of this emerging technology and influence its development to help kids learn, achieve better health outcomes, and enhance their entertainment.”

The methodology that was used for the report by Common Sense and SurveyMonkey was an online poll that was conducted between December 21st to 31st, 2017 among a national sample of 12,148 adults. Of those, 3,613 were the parent of at least one child under 18, and 471 indicated that they have a child between 8 and 17 who use VR. From these, the report was generated and key findings include:

  • One in five U.S. parents today reports living in a household with VR, though many parents (65 percent) say they are not planning to buy a VR device.
  • VR is likely to have powerful effects on children because it can provoke a response to virtual experiences similar to a response to actual experiences.
  • Characters in VR may be especially influential on young children, even more so than characters on TV or computers. This can be good or bad depending on the influence.
  • Overall, 62 percent of parents believe that VR will provide educational experiences for their children, and that number is higher (84 percent) among parents whose children are already using VR.
  • Sixty percent of parents say they are at least “somewhat concerned” that their children will experience negative health effects while using VR.
  • Some parents report that kids are already experiencing health issues, including 13 percent who have bumped into something; eleven percent who have experienced dizziness; ten percent who have had headaches; and
    eight percent who have had eyestrain.
  • VR can potentially be an effective tool for encouraging empathy among children for people who are different from them, although parents are skeptical: Thirty-eight percent of all parents think VR will help children empathize with different people. This number increases to 56 percent for parents of VR-using 8- to 17-year olds.

Jeremy Bailenson, the head of Stanford University’s Virtual Human Interaction Lab, added: “While VR research is limited, parental concerns about safety are legitimate, and there are some simple things they can do now to help protect their kids, from physical protections, like setting time limits and creating a safe space for kids to sit down and experience VR, to being aware of content and talking to kids about what they are experiencing, including the difference between real and virtual characters.”

The full report ‘Virtual Reality 101: What You Need to Know About Kids and VR’ is available to read online in detail. As VR technology continues to become more common in day-to-day life, we will be sure to see more reports like this one in due course. The continued study and review of the potential impact that VR has on children is an on going concern for many and further study will be required to find find all the possible impacts.

For more on immersive media in the future, keep reading VRFocus.

Touching Masterpieces Lets The Visually Impaired Touch Famous Artwork

Thanks to virtual reality (VR) and haptic feedback, Touching Masterpieces is allowing those with visual impairment to get close to famous works of art like never before and feel their beauty.

Touching Masterpieces Launch Event 02

Developed by Geometry Prague and NeuroDigital in collaboration with the Leontinka Foundation, the newest exhibit at Prague’s National Gallery in Holesovice, provides a unique VR experience unlike anything. A number of famous artworks were taking and scanned with laser scans to create highly detailed 3D models that are one-to-one copies of their original counterparts. The high level of detail has also been possible thanks to developing unique UV unwraps of the models along with adjusting the topology and adding necessary extra levels of texture to create a realistic tactile experience.

The work on display in the exhibit include Michelangelo’s David, the Venus de Milo or the bust of Nefertiti. Each have been recreated to the highest level of detail ensuring that as a user moves the haptic gloves around the virtual space they respond according to the impact of the artwork. This means that for the first time blind people will be able to ‘see’ the artwork as they feel around it, able to experience every detail within this stunning works of art. With ever vibration offer a sense of texture and depth the freedom to explore the artworks up close and personal is an immersive encounter.

Touching Masterpieces Launch Event 01

As visual impairment impacts a large number of the worlds population and with this new exhibit those who suffer and able to witness art unlike before. Descriptive audio has been a solution up until now but thanks to the haptic VR experience that has been made for Touching Masterpieces, the future of accessible art exhibitions is looking good.

Furthermore for those who are unable to attend the exhibition in person and want to experience it at home then it is possible to do so as the 3D images are available to download. You will need to have the necessary VR equipment in order to get the same experience, but they are there should you wish to try it.

For more on immersive media and stories like this in the future, keep reading VRFocus.

Sir David Attenborough Fed A VR Dinosaur At Yorkshire Museum Exhibition

A new virtual reality (VR) exhibition at Yorkshire Museum in the UK has opened allowing visitors to feed dinosaurs. As part of the unveiling broadcaster and naturalist Sir David Attenborough attended the exhibition.

Yorkshire Museum Header 01

The ‘Jurassic World’ exhibition at the Yorkshire Museum invited visitors to travel back through 150 million years of Yorkshire history to discover lost giants and the changing worlds they inhabited. Taking visitors from the depths of the deepest part of the ocean to the ancient coasts and tropical shallows, visitors will be able to meet dinosaurs and sea monster that once roamed the landscape. Thanks to the latest technology and research, the exhibition aims to bring visitors closer then ever before to the history of the dinosaurs including a chance to feed one.

Created by Immotions Manchester Studio, the educational VR content takes a user back to the late Cretaceous Period where they will be up close with a fully scaled Argentinosaurus. Here, using a HTC Vive, they will be able to reach out and feed the stunning creature as it goes about its life only a few feet from the user. As part of the unveiling event for the exhibition Sir David Attenborough attended and was even able to feed said dinosaur himself, experiencing the immersive wounder that is VR.

David Attenborough York Museum 01

Martin Higginson, Executive Chairman of Immotion Group, said: “We are delighted to work with The Yorkshire Museum and put our immersive VR experience at the centre of this new and exciting Jurassic World exhibition. We were also very happy to see Sir David Attenborough, who is nothing short of a national treasure, open the exhibition. We hope that this unique and interactive display inspires a new generation of palaeontologists and natural historians.”

This is not the first time Sir David Attenborough has been embracing the latest in VR technology as he in involved in a VR experience titled Hold The World where users can get one-on-one time with him and explore a number of rare fossils.

The ‘Jurassic World’ exhibition is now open at the Yorkshire Museum and is a long term exhibition and will be open for at least the next two years.

For more stories like this in the future, keep reading VRFocus.

32 New VR Experiences Receive Funding, From Group Singing to an Immersive Circus

Virtual reality (VR) can be used for far more than videogames, and now the Arts and Humanities Research Council, along with the Engineering and Physical Sciences Research Council, have announced that they’ll be funding 32 brand new VR research projects. These will range from experiences looking to recreate the benefits of outdoor group singing, to exploring an immersive VR circus.

New Samsung Gear VR and Controller

Of course, that’s not all. Another initiative looks to allow museum visitors to virtually read through ancient texts and more than would otherwise usually be off limits to the public.

The research will be carried out by a team comprised of academics, businesses and creative industry professionals to ensure the projects’ success. Each project has earned around £75,000 and will last between six and nine months, with all projects due to start before this April.

There are three key areas in which the chosen projects will be focusing on; memory, place and performance. Memory focuses on institutions such as museums and archives, place with, well, places, and performance will look at the kinds of experiences users can have in VR.

We have further details on five of the projects. The first is The Hills Are Alive, which looks at the benefits of natural environments and group singing.

XR Ciirkes combines circus performances, street art and performers with researchers to innovate and create emotionally impactful experiences.

Elsewhere the project is also working to create augmented browsing of books in historic libraries, immersive and inclusive music performances, and Virtual Holocaust Memoryscapes, which hopes to create immersive and spatial archives of the Bergen-Belsen and Neuengamme memorial sites.

Professor Andrew Chitty is the Arts and Humanities Research Council Economy Champion, and he’s impressed by the projects which have been pitched; “The unprecedented breadth and quality of applications for this call illustrates the extraordinary dynamism and expertise of practitioners applying immersive technologies to new narratives and experiences. As UK creative industries continue to excel, it is vital that they are positioned to make the most of the opportunities that arise from new technology. The 32 chosen research projects will help ensure that they’re ready to do just that.”

We should hear more about the 32 projects in the future. It’s exciting to see more organisations find more uses for VR, and we can’t wait to try them for ourselves. For more on these projects and the latest ways VR is improving the world, keep reading VRFocus.