The Virtual Arena: The New Drive for Out-of-Home VR (Part 2)

In June a cacophony of announcements regarding major LB-VR projects and new commercial entertainment VR hardware came out – so we conclude this two-part feature with more observations on developments in the Digital Out-of-Home entertainment VR (DOE) scene; with industry specialist, Kevin Williams ending his latest observations of this defining market for VR technology.

As we reported in the previous part of this coverage; companies like The VOID have recently opened VR attractions in Las Vegas – feeding off the casino and tourist industries hunger for immersive entertainment.

The second Future of Immersive Leisure (FOIL) event, organized by KWP, took place in Las Vegas during the previous month and charted many of the new immersive entertainment developments seen on the Strip – and well as the emergence of VR technology internationally as a major draw of new investment into the interactive attraction and amusement scene. During the conference opportunities to see the latest development were made, including visits to the new Level Up amusement venue within the MGM casino, including the installation of a Zero Latency free-roaming experience.

Leading industry specialists from the commercial immersive entertainment supported FOIL’18, including presentations from Schell Games, DreamScape, Ubisoft, LAI Games, VRstudios, Dave & Busters’, IGT, Springboard VR and many other pivotal speakers. The event was also able to gather some interesting exhibits that changed not just the immersive attraction scene, but the penetration of VR in the market. Amusement developer and manufacturer LAI Games came to the FOIL conference with their new Virtual Rabbids: Wild Ride amusement VR entertainment ride system. Offering a gateway for venue operators to evaluate how VR can best suit their audience’s appetites.

Other developments, seeing major brands marrying themselves with immersive attraction projects included Merlin Entertainment, partnering with UK based IMMOTION, to develop The Great LEGO Race VR Experience. This motion-base VR attraction installed at the LEGOLAND Discovery Center in Boston. IMMOTION using their access to cutting-edge motion simulation, and a commercially proven VR platform (running on the Deepoon headset) – married to a compelling experience that was based on LEGO IP, and is driven by Merlin Entertainment.The Great LEGOLAND Race VR Experience

This development, coming a few weeks after LEGOLAND Florida announced the launch of their ‘The Great LEGO Race’ – a VR coaster experience based in the LEGO minifigures universe, seen by riders on their rollercoasters using special Samsung Gear VR headsets. This VR ride developed under the supervision of Merlin Magic Makers, by Figment Productions – the experience combining a prominent IP with an exciting VR experience.

The combination of unique motion platforms and virtual reality systems has continued a paced with several new visitor attractions opened that comprise this approach. Most recently the European park Futuroscope launched their Sebastien Loeb Racing Experience – developed by French based corporation E-Virtuality, comprising their new e-Motionseat6 platform – guests enjoy an immersive thrill ride in the passenger seat as the famous rally driver puts his vehicle through its paces.

Sebastien Loeb Racing Experience

In this 360’ film that employs 6K resolution – the riders sit on the 6DoF electro-dynamic motion base, but also have a level of interaction. With an auditorium comprising 108 simulators, with each rider wearing an HTC Vive, this is the latest large-scale VR attraction to open in recent months. The theme park industry warming to the unique opportunity that VR offers their audience.

Still in France, but on a reduced scale; the FlyView visitor attraction recently opened in Paris. Using a unique motion platform that emulates a futuristic quad-copter, that the riders stands on as their view the tourist spots of the grand city, from the unique perspective of soaring above the ground. This entertainment experience uses hardware and content developed by CL Corporation – who have a number f promotional VR experiences under their belt and employs HTC Vive HMDs to capture all the action.

Creating a standing VR experience that also employs a dynamic motion-base is a trend being seen from several developers. Only a matter of days ago, Korean robotic and motion platform specialists Sangwha launched their brand-new offering in this genre. The company launching the Flying Jet – a highly dynamic standing motion system, players hold on to their grips as the motion platform tips forward and back and rotates in synchronization to extreme 360’ ride films they view using Samsung Gear VR’s. Sangwha are famous for their Gyro-VR ring-based VR motion experience that wowed so many during CES last year

One of the most unusual of the dynamic motion platforms find a home in the commercial entertainment scene is from ICARACE, pioneers in virtual reality locomotion. The ICAROS platform, using human powered movement, was created to achieve the full physical sensation of flight. Most recently this system has been deployed in a few museums, but the developers have now started to look at the pay-to-play business and even considering their system for fitness and even being seen as a new sports experience.

ICAROS

The development of VR entertainment experiences that fulfil the needs of a wide selection of operations continued. Out-of-Home entertainment seeing great investment in theme parks, but also the deployment of VR in more traditional Family Entertainment Centers (FEC) and the new generation of Social Hang Out’s (#SHO). These social entertainment venues thrive on the group party and socially inclusive entertainment experiences – in many cases aiming for a young adult audience (compared to the more traditional younger visitors).

As reported in our China AAA’18 show coverage, a couple of trends have started to emerge that are proving popular in this latest phase of VR entertainment deployment. One of those being “Tethered VR Enclosures” – four player enclosures with tethered VR headsets suspended from the framework of these enclosures. These systems offer a strong group play dynamic, and offer a strong audience draw, as players compete as a team. Several manufacturers have entered the development of their own platforms in this genre, and we can expect to see offerings that comprise the fundamentals of this genre, employing new software that building on the experience. Canadian studio Minority Media has developed their own new attraction Chaos Jump – a highly competitive four-player experience that will be soon available as a VR arcade title, and a stand-along tethered enclosure.

Chaos Jump

Another platform in this genre that is about to burst onto the scene is TOWER TAG – developed by German based VR Nerds Gmbh, the product has already been taken up by CA SEGA JOYPOLIS – the Chinese amusement operation of the popular amusement and game company SEGA – the first TOWER TAG systems were installed at SEGA VR AREA location in Japan. Emboldened by this success the German developers have started the arduous process of conceiving their own tethered enclosure platform that they can sell to other operators in the West.

These two editorials have hoped to illustrate the growing momentum in development of this unique market. Interest is growing for more information and consumer VR development concerns now pivot their investment towards working in this market – most recently we saw the successful developer SURVIOS open their first VR arcade and have already started to promote other new commercial VR projects. We can expect continuing major announcement from influential players in consumer game, movie and attractions regarding their new concepts in this direction.

Another example, illustrating the continued growth in interest for the commercial entertainment sectors engagement with VR; sees KWP, the author of this column, invited to present the keynote at June’s Bristol VR Lab Out-of-home entertainment afternoon seminar  – BVRL’s sixth afternoon seminar will be focusing on the topic of out-of-home VR and location-based entertainment.

Expect to see even more coverage of the explosion of LB-VR and VR arcade projects in the coming weeks, especially as more details of the changing consumer VR landscape emerge following this year’s E3 convention.

 

 

Speaker Lineup Announced For Future of Immersive Leisure 2018

Recent reports have shown that location-based virtual reality (VR) is a growth industry, which is continuing to expand into new areas and new locations. The Future of Immersive Leisure event is dedicated to this area and how it can generate opportunities and development.

Location-based VR, also known as digital out-of-home entertainment or DOE, comes in several forms. The future of Immersive Leisure aims to give a diverse view of the technology and business sides, featuring experts and thought-leaders from throughout the industry.

Future Of Immersive Leisure 2018 (FOIL 2018)

The event is organised by Rising Media and KWP. Kevin Williams, the founder of KWP stated, “As the Digital Out-of-Home Entertainment (DOE) scene continues to expand Future of Immersive Leisure aims to become the must-attend convention for those investing in media entertainment in the public-space.”

Confirmed speakers for the event include:

  • Charles Fink – Writer and Producer
  • Jenefer Brown – Senior Vice President, Lionsgate Entertainment
  • Matthew Proulx – Senior Director of Branded Experiences, Hasbro
  • Jesse Schell – CEO of Schell Games
  • Negin Singh – Executive Director, Santa Monica Pier Corporation
  • Charles Taylor, Director of Innovation, Caesars Entertainment
  • Bruce Vaugn – CEO Dreamscape Immersive

The event will take place over two days, with a variety of session topics planned. These will include, among others:

  • Building a New Infrastructure for VR Location-Based Entertainment
  • Alternative Content and Strategies for VR and MR Arcades
  • VR and AR Sports- The Next Evolution in E-Sports
  • Beyond Pokemon Go- Launching the Next Big Hits in Mixed Reality Out-of-Home Entertainment
  • Dome Theaters- the Next Generation
  • Leveraging Synergies between Escape Games and VR
  • Transforming the Tourist Experience with Immersive Attractions and Installations

The event is due to take place from 16th-17th May, 2018 at Mandalay Bay Resort & Casino, Las Vegas. Further information can be found on the official FOIL website.

VRFocus is a media partner for The Future of Immersive Leisure event, so all the latest updates will be available right here.

FOIL 2018, More Speakers and Registration Offer

The Future of Immersive Leisure (FOIL) conference 2018 is taking place this May and in the build up to the event more of the keynote speakers have been details.

FOIL2018 01

Much like FOIL 2017, VRFocus will be supporting the event once again this year as a media partner and will be bringing you all the latest news and updates from the event. With subjects covering virtual reality (VR), augmented reality (AR) and mixed reality (MR), FOIL 2018 promises to be another exciting conference. Following the announcement of the dates of the conference, more speakers and talks have been revealed along with registration now underway.

I Expect You To Die screenshot_04

Already announced as a speaker for FOIL 2018 is Jesse Schell, CEO of Schell Games having worked on the VR experience I Expect You To Die. Jesse Schell will be joined by Kevin Williams, Founder, KWP Ltd. for a fireside chat about VR and Schell Games. Other speaks that have been announced for the FOIL 2018 conference and their talk subjects include:

  • D’nardo Colucci, The Elumenati, a company that focuses on designing and engineering innovative solutions for immersive visualization will be taking part in the panel titled Dome Theaters- the Next Generation’alongside Markus Beyr, CEO and Owner of Attraktion! GmbH and Jenni Ogde, President, Executive Producer, Eye Q Productions.
  • Charles Fink, a former Disney, AOL and AG Interactive executive who writes about VR, AR and new media for Forbes will be speaking in a fireside chat with Kevin Williams.
  • Wendy Heimann-Nunes, Co-Founder, Nolan Heimann LLP, will be speaking on Surveying the Licensing Landscape for Immersive Location-Based Entertainment to help make sense of the maze that is licensing.
  • Simon Chu, CEO of Escape VR and Ali Khan, Founder, Tick Tock Unlock will be speaking on Leveraging Synergies between Escape Games and VR, moderatored by Kevin Williams.
  • Jan Goetgeluk, Founder and CEO, Virtuix, will discuss the use of VR and AR within eSports alongside Alex Hertel, CEO and Co-Founder, Xperiel and Dan Jamele, CEO, Mediamation.

These are only a taste of some of the planned keynotes with more to still be announced. You can find the full agenda for the FOIL 2018 conference here.

The FOIL 2018 conference is set to take place on 16th and 17th May, 2018 at the Mandalay Bay Resort in Las Vegas. Registration is now open and those booking tickets can take advantage of a VRFocus discount code but using VRFOCUS at the checkout to get 15% off the cost of tickets.

For more on FOIL 2018, stay tuned to VRFocus.

FOIL 2018 Reveals Dates and Keynote Speaker

Much of the progress in the current virtual reality (VR) industry is driven by the entertainment industry. Though critics might dismiss VR videogames or 360-degree video as a fad, a further look shows just what is possible by utilising the technology that has been built and developed for entertainment. FOIL 2018 is an event dedicated to showing just what will be possible in the future of immersive entertainment, and it has just revealed its dates and keynote speaker.

Taking place at the Mandalay Bay Resort in Las Vegas, the Future of Immersive Leisure, or FOIL conference will be featuring Jesse Schell, CEO of Schell Games as a keynote speaker. Schell has an extensive history of working with immersive entertainment, previously being the Disney VR creative director who was heavily involved in the Disney Quest project. He now runs Schell Games, who have been responsible for the VR experience I Expect You To Die, a cross between spy thriller and VR escape room.

I Expect You To Die

“There are things that VR is good at teaching that are hard to teach in other ways,” Schell told Venture Beat, “Our first real project in that direction is called SuperChem, which is a virtual reality chemistry lab. It’s great for schools because a chemistry lab is a thing that has a lot of danger like broken glass and spilled chemicals. By making it all virtual, you set aside a lot of that expense, and kids can do things much faster.”

Also appearing at the conference will be Douglas Trumbull, the special effects pioneers who worked on iconic sci-fi films such as Star Trek: The Motion Picture and 2001: A Space Odyssey. Trumbull will be hosting a talk at FOIL 2018 where he will discuss the future of immersive entertainment, using his experience in special effects and as a Vice Chairman of the IMAX Corporation. Other guests include Kevin Boutte, Project Engineer for Walt Disney Imagineering and Tony Christopher of Landmark Entertainment.

The event is due to take place on 16th-17th May, 2018. Tickets and further information can be found on the FOIL 2018 website. As always, VRFocus will continue to bring you the latest news from the event.

Hollywood Director and Effects Pioneer Douglas Trumbull to Speak at FOIL

Virtual Reality (VR) can be used for many things and in many different ways; for work, for entertainment and for education. One aspect that continues to be investigated is VR’s capacity as a creative medium for the cinema, and as recently as yesterday VRFocus brought you news of Steven Spielberg’s opinions on the matter via comments made as the legendary director presented Ready Player One at San Diego Comic-Con. A film that actually focuses on VR but as its use as a means for people to escape a dystopian future world.

Image via creativecow.net

Spielberg is not the first Hollywood representative to be active in VR or comment on VR’s potential role in the industry and he won’t be the last either. As revealed today was that American film director, and man responsible (in full or in part) for some of the special effects in a variety of classic science fiction movies, Douglas Trumbull, would be the guest of a keynote fireside discussion at Future of Immersive Leisure (FOIL). Trumbull, who directed the film Silent Running and contributed effects to films such as Blade Runner, the first Star Trek film, Star Trek: The Motion Picture, Stanley Kubrick’s 2001: A Space Odyssey and Spielberg’s own Close Encounters of the Third Kind will be “Taking A Wide Angle View Of Next-Generation Immersive Entertainment” at the event taking place in Las Vegas from September 13-14th 2017.

Trumbull will be bound to have some interesting views on VR, having previously worked on interactive theatre simulators and served as Vice Chairman of the IMAX Corporation, a firm which already has a number of ties to the VR industry. Trumbull also worked with Universal to develop the iconic theme park ride for Back to the Future and Trumbull’s own company Trumbull Studios has already revealed details they will be utilizing immersive technologies in their new MAGI cinematic format, which will no doubt be discussed in-depth during the fireside which will be conducted by VRFocus‘ own Kevin Williams.

VRFocus is a media partner for FOIL and will be bringing you more news and updates about the conference in the run-up to its debut.

 

The Virtual Arena: The Growing VR Out-of-Home Entertainment Dimension – Part 3

In the third and final part of this feature series, Kevin Williams concludes his coverage of the development in the virtual reality (VR) industry’s involvement in the Digital Out-of-Home Entertainment (DOE) sector. Ending with coverage of the recent developments in the UK, America and the interest from the games industry.

Moving beyond the UAE (discussed in part two), and the UK theme park and attraction market has invested heavily in being first to embrace “VR Ride Attraction” and “VR Dark Ride” attractions. Premier venue Thorpe Park recently relaunched the Derren Brown’s Ghost Train: Rise of the Demon VR experience, comprising fright elements and unique HTC powered VR elements. The venue part of the major Merlin Entertainment empire, the company also owning the Madame Tussauds franchise, and who have investment in the Ghostbusters Dimension attraction, developed by the The VOID, building on their physical space “hyper-reality” VR platform.

Along with the first New York facility, a second version of the site was opened in Dubai – a third site was also opened in their company’s home state of Utah, and along with running the Ghostbusters experience is being used to present their latest backpack and head-mounted display (HMD) platform with further games planned. The new executive structure within The VOID has revealed a new roll out plan for their location-based aspirations. Though still no word of the schedule on the first Chinese openings.

Retail VR & Theme Park Entertainment

A term that is not in general usage outside the commercial scene is Retail-tainment, defined as the use of entertainment and attraction elements to increase the dwell time of patrons in retail establishments. Where once the arcade was a popular component in many a shopping mall, amusement in most cases has been replaced by cinema multiplexes as an entertainment hub. England saw one of the first VR pop-up entertainment installations in the South London Whitgift shopping center. The temporary operation run by Sol VR London and running Chinese VR entertainment pieces from Movie Power. The spread of pop-up VR entertainment installations in malls seen as far afield as a Prague (Czechoslovakia) shopping mall running a 4D motion seat system and Ocululs VR DK2 headsets.

We have seen some retail venues incorporate directly an entertainment approach using VR technology, Samsung, no stranger to VR technology, are planning to embrace this approach, with plans to open an ‘Experience Store’ in Canada, an 21,000-square foot, two-story, facility that will include an ‘Interactive Zone’ including VR based attractions employed as demonstrators too interested customers. Building on that used by Samsung at other pop-up exhibitions promoting the company.

Regarding retail units in the West comprising more permanent VR entertainment experiences, generally referred to as “VR Arcades” – UK facilities have been opened in Leeds, and more recently in Birmingham saw the opening of Virtual X, the first VR arcade facility opened in the area. Sources have also revealed that along with the pop-up VR attractions, the UK capital London is about to see the opening of at least three VR Arcade and full VR Park installations.

Across the water, and North America has seen investment in this approach with the California seeing the opening of the first IMAX VR venue, part of the initiative by the film and cinema corporation to embrace this new entertainment media, offering their take on the “VR Arcades”, utilizing both HTC and StarVR head-mounts. Supporting this effort, IMAX and Warner Bros., have partnering to develop and deliver premium VR experiences for the out-of-home scene, including the support of the new venue; with the corporation confirming plans to open five more centers in New York City, California, the UK and Shanghai over the next few months. While Canadian “VR Arcades” chain CTRL-V was also linked to media stories surrounding their plans to expand from their first flagship location.

The concept of VR amusement ad attractions, and the whole aspect of out-of-home entertainment has gained momentum in the thinking of once consumer facing corporations. This was best illustrated at the recent VR World Congress in Bristol – along with the consumer game developments, and investment into new technology, the approach of DOE business was championed by event sponsor AMD, who invited on stage companies like MK2 VR from France, operator of a Europe’s largest permanent VR virtual reality facility in Paris; and Chinese based SoReal venue, developed by SLE who have created a unique VR Park operation with seated motion VR simulators and VR backpack game experiences.

Also, VR World Congress saw a local executive of HTC revealing the investment they have made into the ‘Viveport Arcade’ platform supporting the new VR arcade operator landscape, targeting to become the world’s largest platform for this emerging scene. The conference was kicked off by a far-reaching presentation from KWP, focusing on the opportunity that the Out-of-Home entertainment market has for those wondering on the viability of conventional consumer VR investment.

VR Gaming Enters the Fray

The way that VR entertainment systems could find their way into commercial venues has also taken on a new dimension with the land-based casino and gaming industry investment in deploying “VR Enclosures” systems to appeal to the Millennial audience visiting their sites, but not interested in the conventional table games. The inclusion of eSports has been enhanced by the consideration of adding a VR element to their activities. Companies such as MediaMation, VRStudio, and the developers of the Holocube, are just some of those involved with the deployment of their VR technology into casinos, and extensive testing of this approach is ongoing.

The recent VR / AR Gambling convention in Prague, marked the first dedicated conference run by specialist from the online and land-based casino industry, covering the impacts issues and opportunities for this technology in their business. And a second major exhibition in the United States (GiGse) late this month will see further discussion of this business pivot for the gaming industry, led by a presentation by KWP, concerning the VR promotional, operational and content development in the gambling and skill gaming sector.

Much of the investment and future development across the international scene will be presented in a dedicated convention, schedule for September in Las Vegas. The Future of Immersive Leisure (FOIL) conference will be gathering speakers from the core businesses leading the DOE market regarding immersive technology ranging from VR and AR, but also including the new disciplines of 3D projection mapping, and digital display immersion (VRFocus one of the media partners for the event). This first true B2B gathering is expected to offer a true snapshot on the emergence of this scene as a dominant player regarding driving the next phase of innovation in this technology as the consumer side of the sector restructures business plans.

As mentioned we will have more about FOIL in the coming months. As always for more information about any of the above you can reach Kevin Williams at kwp@thestingerreport.com.

Future of Immersive Leisure 2017 Sets Dates For Las Vegas Event

2016 as you may recall was a pretty packed year, all things considered. There was a point in the summer where it seemed like there was no escape. The whole technology circus lurching from one gathering immediately on to the next. There was no break, no let up, just endless events. This in fairness was to partially be expected. 2016 was effectively virtual reality (VR) and augmented reality’s (AR’s) coming out ball. Two tech (not-quite) debutantes. Both were red hot topics and people wanted to discuss and learn. 2017 is not at that level of fullness yet, but we can add yet another event onto the rapidly bulging calendar. The good news in particular being that it looks like it could be a pretty significant one.

FOIL 2017

Produced by Rising Media, Inc., Future of Immersive Leisure 2017 (FOIL) is a two-day conference focusing on the business side of immersive technologies that will be found not only inside the home (games and other entertainment) but how it will affect the bigger picture outside of it. From entertainment methods to educational. Looking at not just how they will work but also how they will work with each other and the commercial opportunities.

No speakers for the event have yet been announced. However FOIL, which will be held across September 13th-14th, 2017 and  in the world famous Mandalay Bay hotel in Las Vegas will be covering topics  The full list of tech topics according to the website includes:

  • VR Arcades / Parks
    • Amusement Attractions
    • Family Entertainment Centers
    • Cyber Game Centers
    • Amusement Arcade Operators
    • Theme Parks & Leisure Centers
  • (Home) Video Games
  • Museum & Planetarium
  • Movie Theater Business
  • Motion Picture Creation
  • Audio Video
  • Hardware and Software Development
  • Marketing and Promotion
  • Retail, Hospitality and Commerce.

VRFocus will be supporting the event as a media partner and we’ll be bringing you news and updates from the organisational team on the full schedule of talks and exhibitors as they are announced. in the meantime you can find out more information about the event here.