Futuresound: Will Accuracy Overcome Familiarity for VR Audio?

The majority of influential philosophers over the course of history, even some relatively modern ones, wouldn’t have believed you if you described virtual reality (VR) to them. If they had been around to see it, however, they may have pondered how their principles could be applied to this new technology. The science behind psychoacoustic principles as they relate to the listening experience in (VR) has already been explored, so today we will dive into the philosophical principles that affect listening in this new medium. When we quote George Lucas and say that “sound is half the experience,” we are borrowing his acclaim to emphasize the importance of sound. Sound is at least that important and is often neglected more than the veggie platter at Thanksgiving dinner. With this gravity in mind, this article will focus on how you experience that sound.

The principal agent of experience is a person, so it follows that every experience is very personal. An individual’s experience is made up of personal perception, thoughts, emotions, and beliefs. Just designing experiences for physical consumer products like smartphones isn’t easy — imagine how hard designing a great VR experience is!

John Dewey, who is known for exploring the philosophy of pragmatism, proposed that experience is based on two principles. The first concept of continuity explains that all experiences affect future experiences, for better or for worse. Experiences, therefore, are not independent of each other nor are they one-time events — each one has a relationship to something that happened in the past or will affect something in the future. For example, the fact that you are finally watching a VR piece is related to the fact that you recently got a membership for a VR content subscription service like Wevr’s Transport VR. Or maybe your enjoyable experience of The Mummy VR Zero Gravity Stunt Experience inspired you to go watch The Mummy movie in theaters.

Within this continuity framework, the VR listening experience has the potential to be very confusing. The way you hear sounds in VR might be totally different from the way you have been listening in the real world or while consuming more traditional content. At a concert or a conference, you see where the sound is originally generated from — the musician or the lecturer. However, unless you’re a VIP every time, you are actually hearing the sound from loudspeaker locations and not from the actual sound sources. This discrepancy also occurs when you watch something at the theater. The screen, filled with things that are responsible for the sound, is placed at the front while the sound is actually projected from speakers in various locations. Fundamentally, however, people are familiar with this listening experience — visuals are in front of them and sounds don’t necessarily match what they’re seeing.

Discrepancy in sound perception.

VR finally frees us from the constraints of physical loudspeaker placement. The virtual speakers that replace physical ones can be unlimited in number and sound objects can be placed anywhere in a 3D space without the need to map sounds to specific channel formats. Thanks to advanced spatial audio and binaural rendering solutions, VR headset users can hear sounds that precisely match their visual location. This simple principle — that sound can finally come from where it is actually located — can confuse people. Ironically, the accuracy might feel unnatural at first and it can even cause a negative response from some users. Our familiarity with previous listening experiences is responsible for generating this reaction. Nobody knows for sure what our future listening experience will be like, but we can bet it will be shaped somehow by what we are doing now.

The second principle of interaction may provide some clarity. The interaction between environmental factors and a person contribute to experience in a profound way. For example, the experience of wearing a Gear VR is made up of the interaction between you, the Gear VR, and the situation that the Gear VR has put you in. Interactions occur when humans are driven to behave in a certain way. Those actions then cause a reaction in the environment. We internalize those environmental changes and they shape our experiences in the future. In other words, the entirety of an interaction involves a person actively doing something, internalizing the environmental reaction, and then recognizing this relationship as a whole.

Humans can’t just interact in a void — they need an environment and objects to interact with in order to drive the experiential cycle. Environments and objects don’t have to be perfect either since whatever form they take will allow us to shape experience from them. If a VR content creator experiments with various ways of crafting a listening experience, then each piece of content that is produced becomes an environment for a person to interact with. People will incorporate interactions from new types of VR content into their overall experience base, and these unfamiliar experiences will quickly become comfortable.

VR will become part of who we are.

Familiar but false or strange but true

We build new knowledge through experiences and all of our current knowledge is based on the experiences that came before. Even our imagination, a realm that is not physically accessible in the real world, is influenced by previous experiences. The more experiences we have, the more creative we can try to be.

Consuming different styles and concepts of VR content will be the key to building our experience base moving forward. We might learn that positioning ambient sound to the sides is more comfortable than spreading it throughout the entire scene. We might learn that volume manipulation could be effectively used to help people adjust more easily to this relatively strange listening experience. Or the decision might still fall down to familiar but false or strange but true, and even then, only after thousands and thousands of experiences have been accumulated.

Microsoft: ‘Mixed Reality is a Generational Shift in Computing’

Microsoft has championed their partnership with Unity Technologies for their holographic computing platform since the initial announcement of the HoloLens. Today, at Unite Europe 2017, Brandon Bray, Principle Program Manager at Microsoft, discussed exactly what this means, and how the Windows Universal Platform is bringing around huge changes in the future of computing.

In a talk entitled ‘Mixed Reality and the Next Evolution in Human Computer Interaction’, Bray made a very bold claim on behalf of Microsoft: “Mixed reality, for us, is really a generational shift in computing… Today is really the mobile generation, but holographic will be the next generation.”

Hololens2

Of course, such a statement would not have been made without some significant evidence to back it up. Bray chose to argue the point not via statistics or charts, but rather through user experience and the opportunities merging digital realities with the real world can bring. Bray explained the difference between augmented reality (AR), virtual reality (VR) and mixed reality (MR) by way of the ‘mixed reality spectrum, a theorem defined in an academic paper written by Paul Milgram and Fumio Kishino.

“Where we start is this idea of a mixed reality spectrum. On one side we all live in a physical world, and we’re used to building digital worlds,” states Bray. “We can live in one or the other, but we can’t really bring them together. That’s what mixed reality does. That’s what’s called the mixed reality spectrum.

“Windows is a platform that lets you target all ends of the spectrum… if you’ve already been building for HoloLens, your target for other platforms will be really easy as you’ve already been using all the APIs you’ll need.”

Bray continues by explaining that there are certain APIs that have been developed for specific aspects of MR devices, such as motion-controllers and the opacity of the HoloLens screen. However, the bulk of the work for bringing titles to new head-mounted displays (HMDs) on the Windows Universal Platform (WUP) will be conducted through familiar tools.

During his talk, Bray also noted that the Lenovo MR HMD will launch in the 2017 holiday period, and offered three tips for developing a great MR App, which can be seen in the video below. VRFocus will keep you updated with all the latest details on the MR developments on WUP and other Microsoft projects.

Defeat Monsters with Swords in Circle of Saviors Whilst Your Friend Provides Crossbow Air Support in Mixed Reality

VRFocus covers a lot of virtual reality (VR), but has also touched on the developments in Mixed reality (MR). If you’re confused about the differences, check out this nifty guide on the differences of immersive technologies. VR is a very personal experience, once you’ve got the headset on, everything around you disappears, especially with headphones on. Your sense of sight and sound are taken away from you when you go into VR. That’s why watching somebody with a VR headset on, can be quite boring. You have no idea why they’re moving their hands, why they’re smiling or what they’re reacting to. This is more apparent in VR videogames, where a player is asked to interact with objects and their surroundings. With MR and the help of a green screen, it becomes a lot more easier to understand why your friend jumps or why they’re actively swinging their hands around and screaming.

Fivefor show off their videogame with the help of mixed reality and green screen.

Continue reading "Defeat Monsters with Swords in Circle of Saviors Whilst Your Friend Provides Crossbow Air Support in Mixed Reality"

Doom VFR Fixes the Problem With Motion Sickness in Virtual Reality

In our last VRTV section, VRFocus has covered Fallout 4 VR and Skyrim VR. In short summary, Bethesda Softworks is really innovating the virtual reality (VR) space. One of the biggest problems developers and users face when using VR is motion sickness. One of the ways to get around it is teleportation, it tricks the mind into understanding why you’ve moved in a virtual space despite your body not having moved physically at all.

Doom VFR is a completely new videogame made for the HTC Vive and will be coming later this year. In the video below Nina explains the various methods of transportation Bethesda has decided to employ in the new title, where you can use the HTC Vive’s left circle pad for basic movement, which is snap-based, allowing the player to tap for small steps in increments. However when it comes to Nina’s absolute delight of travelling, it has to be teleportation that wins. Not only can you teleport to stunned enemies when they turn blue and instantly kill them, you can teleport around enemies and continue shooting as well.

It does make you feel a little bit like a super hero, and although it may feel overpowered at points, there are so many enemies that it’s sometimes difficult to keep track of where you’re teleporting and shooting simultaneously. This can lead to falling off cliffs or maps when you’re not careful or picky about what specific spot you’re teleporting to. With the help of what Bethesda Softworks calls ‘jet-strafe’, where the player can launch themselves left or right very quickly – it feels like Spider-man and Looper had a baby together and it’s you. Definitely a must get if you love first-person shooters (FPS), killing enemies in slow motion or if you want to be ultimate super hero.

How do You Make Money in VR? Content Comes First

Unite Europe 2017 has officially kicked-off this morning, with the virtual reality (VR) content taking centre stage in a talk by Julie Shumaker, Vice President of Business Development of Advertising at Unity Technologies, subtlety entitled ‘Get Ready: The Money is Coming’. But how, you say? Shumaker insists that if you create compelling content, advertisers will soon follow.

Shumaker began her presentation by discussing the continued development of advertising, from print ads to radio, television, internet and mobile. In each era, advertising copied the principles of the medium before it in the first instance, opposed to adapting to the unique benefits of the new technology. It took time to for advertising creators to learn the rules and establish convention for new opportunities, so VR will follow the same template, right?

Unite Europe 2017 Julie Shumaker

Unity Technologies is keen to ensure that this doesn’t happen.

“At Unity, we believe that advertising in VR can be even bigger than what we’ve achieved in mobile,” states Shumaker. “What it’s not is a micro app that a creator spends millions and millions of dollars distributing… think of it as an easter egg, or a hidden target behind the wall. The user chooses to follow Alice through the looking glass.”

Shumaker suggests that creating an environment or ‘virtual room’ should be the baseline standard for content creators. Placing a billboard, poster or virtual object in these environments is an easy and immediate route to advertising revenue, but possibly not the best opportunity VR provides.

“First of all: content is king,” Shumaker echoes the sentiment of videogame development for the past three decades, before adding: “Advertising drives content.”

It’s a chicken-and-the-egg scenario. Developers need funding to create content, but advertising want existing content as proof for their investment. The new opportunity brought about by VR is one of consumer awareness of advertising and the potential relevancy to a product’s audience.

“Consumers choose ads. Almost 80% of consumers choose ads in exchange for content,” states Shumaker, obviously referring to the modern opportunity given by mobile to exchange advertising revenue for in-app purchases (IAPs). However, will this model catch on in VR?

To Shumaker, context is important. While the above product placement is an easy opportunity, it’s not a huge revenue driver. Furthermore, if the product isn’t one which appeals to the VR experience’s audience it won’t resonate well with consumers. Context, then, has to be positioned ahead of the importance of the revenue stream.

What lessons are to be learnt from Shumaker’s talk? In honesty, it’s the same catch 22 situation that VR developers will already be familiar with: the content needs to be built first to attract consumers, and once the consumers are there the advertising revenues will follow. No answers were provided for that middleground we’re in now: VR is finally becoming established as a consumer medium, but how will developers survive until those revenues become available?

Avoid Virtual Insanity & Using VR Effectively To Better Understand Your Customers

There’s no doubt about it, the games and entertainment industries have driven innovation in the new head-mounted virtual reality (VR) space, particularly in the UK where companies like nDreams have created VR titles for Oculus Rift and Playstation VR among others. But there’s more to VR than shooting zombies or painting in thin air. The same technology has brought new opportunities for marketing teams to make their brands or advertising content more playful, engaging and immersive.

We have started to see an increasing number of brands adopt VR technology as part of their marketing strategies, albeit often offering limited ‘on the rail’ experiences via 360 videos that can play on almost any modern smartphone. Just one example includes the telephone-style booths created by Marriott Hotels to ‘transport’ people to warmer climates so they can experience a holiday before they buy.
While the creative campaigns like those of the above certainly help to engage with consumers in new and interesting ways, the use of this technology in the business world shouldn’t stop there. It’s just the tip of the VR iceberg…

Avoid making misinformed and expensive bad decisions

VR is fully immersive, and can be controlled in a way that is impossible in the real world. So, when combined with behavioural measurements such as eye-tracking, for example, market researchers can immediately gain much deeper insights into how shoppers react to brands, packaging, messaging, and signage throughout the shopper journey. This process can take place before a design is even put into production, let alone placed on a shelf in-store, meaning brands can research design effectiveness in context.

VR empowers market researchers with data

With VR technology, the need for expensive research space all but disappears because once inside the VR headset shoppers are oblivious to real-world around them. This is a process that can take place throughout a product’s development to close-in on the optimal design, so expensive branding mistakes can be caught before they make it out into the market place. And, because all of this can be measured in a virtual world, it is quick and relatively cheap to gain actionable insights.

Don’t worry about job security

While marketers might easily feel empowered by the prospect of these advancements in VR, agencies, designers and creatives might also be quivering in their boots at the prospect of a technology that can essentially work out whether their ‘eye-catching’ designs really are eye-catching.

But this isn’t just another instance of machines taking people’s jobs away. The ability to combine virtual reality with eye-tracking is in fact a giant leap forward for marketing, placing research at the heart of product development, and allowing brands and creatives to truly optimise their designs before they hit the shelves.

The VR Job Hub: Riposte, HTC Vive and CCP Games

If you are looking for a change in career, or just a chance in focus and want to work in an area that is constantly changing, growing and evolving, then the virtual reality (VR) industry is always looking for talented people.

Engineers, designers, artists, community managers, programmers and more are being eagerly sought after by various companies working with VR. Why not see if there is something here that suits your talents?

Location Company Role Link
Quebec City, Canada Riposte Technical Director Click Here to apply
Quebec City, Canada Riposte Game Programmer Click Here to apply
Quebec City, Canada Riposte Art Director Click Here to apply
Quebec City, Canada Riposte 3D Artist Click Here to apply
Farnborough, UK nDreams Lead VFX Artist – VR Games Click Here to apply
London, UK nDreams VFX Artist – VR Games Click Here to apply
London, UK Happy Finish Developer – VR/AR Click Here to apply
Newcastle, UK CCP Games Office Manager Click Here to apply
Santa Monica, CA Amazon Studios Program Manager, Mixed Reality Click Here to apply
Santa Clara, CA Intel Software Engineer Click Here to apply
Seattle, WA HTC 3D Artist VR, HTC Innovation Click Here to apply
Loa Angeles, CA HTC Esports Specialist Click Here to apply
San Francisco, CA HTC Marketing Coordinator, Viveport Click Here to apply
Seattle, WA HTC National Account Manager, VIVE Click Here to apply
Seattle, WA HTC Sales Evangelist VR Click Here to apply
San Francisco, CA HTC Sales Evangelist VR Click Here to apply
Los Angeles, CA HTC Sales Evangelist VR Click Here to apply
New York, NY HTC Sales Evangelist VR Click Here to apply
Los Angeles, CA HTC Sales Evangelist VR Click Here to apply
Chicago, IL HTC Sales Evangelist VR Click Here to apply
San Francisco, CA HTC Senior Manager, Content Acquisition, VIVE Click Here to apply
Seattle, WA HTC Senior Development Manager, HTC Creative Labs Click Here to apply
Seattle, WA HTC Technical Artist Click Here to apply
Seattle, WA HTC VR Intern Click Here to apply

 

As always you can look at last week’s offerings for some more job selections and for more news on the VR industry and career opportunities, stay on VRFocus.

This Week In VR Sport: Explore the Roots of New Zealand Rugby and Intel’s Olympics Technology

It is the weekend, and that means Sports are on the agenda here at VRFocus. This week Sky Sports are creating a documentary looking at the roots and culture surrounding New Zealand rugby and Intel are going to be providing technology to the Olympics. How does this involve VR? Read on and see.

New Zealand Rugby In 360-Degrees

Sky VR and Sky Sports have teamed up to provide rugby fans with a documentary that takes a look at New Zealand rugby. The New Zealand All Blacks are one of the world’s premier rugby teams, and are known for performing a ‘Haka’ before every game, a Maori cultural tradition that has become tightly intertwined with rugby in New Zealand.

The documentary is titled ‘Finding Haka’ and follows a young Maori man as he explores the culture and traditions around rugby in New Zealand and learns how it relates to his own history. The film is available via the Sky App, which is free to download on Google Play Store and Apple App Store.

The film’s award-winning VR director, James Hedley, commented: “I wanted to create a powerful and important film that highlights the significance of preserving cultural identity and heritage. The power, the rawness and the eruption of emotion of the Haka is overwhelming; it begged to be explored in VR. I hope the film will resonate with not only sports fans but also detached youths and history fantastic around the world.”

Intel To Provide VR and 360-Degree Technology To Olympics

Intel have struck a deal with the International Olympic Committee to provide telecommunications infrastructure and virtual reality (VR) technology for the Olympics up until 2024. The first event to feature Intel technology will be the Olympic Winter Games Pyeongchang in South Korea in 2018. Intel will be providing streaming for 360-degree video content, allowing fans to be closer than ever to the events.

Other technology will be gradually rolled out to other Olympic events, such as 5G technology, drone-based ‘light shows’ in a sky above the Olympic venues and 360-degree replay technology to capture footage and let fans relive the most exciting moments of the sporting event.

“We are excited to join the Olympic Movement and integrate Intel’s innovative technologies to advance the Olympic Games experience for fans around the world,” said Intel’s Chief Executive Officer Brian Krzanich. “Through this close collaboration with the Olympic family, we will accelerate the adoption of technology for the future of sports on the world’s largest athletic stage.

Five PlayStation VR Titles You Should Consider Importing

When it comes to virtual reality (VR) titles, Europe and the US have been fairly luck so far, not much has been stuck in Japan with Western fans clamoring for it to cross the ocean. There are some exceptions, though. Here are five titles for the PlayStation VR not available in The Us or Europe that you should consider playing.

Restless Spirit

Restless Spirit is a Japanese horror title, though more like an interactive movie than a traditional videogame, the viewer is exploring the forest, and how the story progresses is directly related to what direction you are looking at certain key points. The title deliberately calls on classic Japanese urban legends, folklore and horror tropes. The experience only lasts for around fifteen minutes, but as anyone has seen the original Japanese version of the The Ring can attest, 15 minutes is plenty of time to scare the pants off you.

Headbutt Factory

Headbutt Factory is an off-the-wall puzzle title that involves headbutting flying balls for…reasons. Curiously, it’s controlled entirely using the PlayStation VR headset, no controller of the PlayStation Move or Dual Shock variety is required. Playing this probably looks like someone trying to play football (soccer, to our American readers) against invisible opponents. Quite apart from the unique control scheme, it looks beautiful, like a fantasy version of Venice in the clouds crossed with steampunk as drawn by Studio Ghibli.

Headbutt-Factory_2016_1

Dead or Alive Xtreme 3: Fortune

Dead or Alive is completely bonkers. It is completely shameless in its blatant fanservice and ludicrous jiggle physics. It’s still great, though. It’s so obviously ridiculous and over-the-top that it becomes amusing rather than insulting. They’re also fairly decent fighting games in their own right, with smooth, responsive controls and loads of different modes to try out. Playing the Dead or Alive titles with friends is hilarious fun, so obviously playing with friends and a VR headset must be even better.

Fly to Kuma

Everyone loves Lemmings. Whether your first Lemmings experience was on the Amiga, PC or any of the numerous console ports, the majority of videogamers have fond memories. Colpol Inc. brought the Lemmings concept into the 21st Century by incorporating VR with Fly to Kuma. Instead of green mop-topped creatures, the player has to stage-manage adorable pink teddy bears through the perilous levels. Though stylistically the title owes more to Portal than Lemmings, the gameplay is all classic Lemmings, involving placing blocks and ramps in strategic locations to help the bears through the levels filled with bombs and fire hazards. While the title is available on Oculus Rift and HTC Vive in the west, PlayStation VR owners will need to look to imports for this title.

Fly to Kuma screenshot

Joysound VR

Karaoke gets a lot of stick in the west. Subject to jokes and mockery at the often terrible noises that pass for singing in clubs and bars running karaoke nights in city centres. It’s hard to deny that karaoke is a huge deal in Japan, however. So of course the Japanese PSN store has a karaoke title. Let’s face it, it’s not necessary for everything to be serious all the time. Joysound VR offers the atmosphere of a Tokyo karaoke bar without needing to fly halfway around the world, along with NPCs to cheer on your performance. If you like Japanese music, especially J-pop, and the Japanese karaoke scene and if you were a fan of Karaoke party games such as SingStar, you are quite likely to have a lot of fun with Joysound VR.

friends and a VR headset must be even better