Vive Developer Jam 2020: Three Days, Late Nights & Eye Tracking Dedication

Videogame jams are quite popular within the indie community, offering a chance for developers to not only network in a casual environment but more importantly, throw around some crazy ideas they might not necessarily make in their professional lives. January saw HTC Vive hold its first developer jam in five years, created in collaboration with Admix, Corsair and VRFocus. The jam saw 11 teams compete for prizes by utilising the latest virtual reality (VR) hardware, coming up with fun, innovative solutions over an intense weekend. 

Rather than simply making any old VR videogame or app, participants had a little more structure thanks to the hardware on offer. Each team had two HTC Vive Pro Eye’s to play with – the company’s latest enterprise-focused headset – meaning eye-tracking needed to feature in some way. For additional points, they could also use a lip tracking prototype module, Admix’s advertising software development kit (SDK), Vive’s hand-tracking SDK or TgO’s upcoming etee hand controller to showcase novel ways of implementing these features in VR applications.

Starting late Friday evening the teams had until 1pm on Sunday to make a working prototype of their idea which could then be shown to the judges. Participants could use this time however they wished, with Goldsmiths University London supplying the Vive Developer Jam with a location open 24 hours. While some opted for rest (and much-needed sleep) others found the energy to work through the night in a bid to create a polished, playable project capable of winning.

Teams weren’t alone in creating these VR experiences as it was very much a community-style event. To help aid them from idea to implementation were a group of mentors with a wealth of experience, from Goldsmiths University, Unity, HTC Vive, Tobii, NBC Universal, North Breeze Entertainment, Litho and FundamentalVR.

Vive Developer JamThe Vive Developer Jam wasn’t just about learning and using the latest VR kit, there were lots of goodies to win as well. On offer were some coveted prizes, with the grand prize winner taking home a powerful Quadro P6000 GPU provided by Nvidia. TgO provided an etee developer kit, Litho supplied its AR controller, Blend Media offered 10x tickets to Jeff Wayne’s War of the Worlds Immersive Experience and Tobii gave away five of its 4C Eye Trackers.

So onto the winners:

  • 1st Place – Active Listening Training VR –  Using Eye Tracking, Lip Tracking, Body movements and a custom experimental Machine Learning Framework, the team prototyped a VR solution that utilises virtual agents that respond to your non-verbal behaviour with different emotional states.
  • 2nd Place – Munch Mania – A roomscale videogame which used the lip tracking module. Players had to each as much food as possible, avoiding the chillies which could set the player on fire. Using a Vive Tracker an external person could introduce milk to drink, cooling the VR player down.
  • 3rd Place – Illusion – A VR puzzle game about optical illusions. The title exaggerates the effect of visual illusions in real life, so players can have an immersive visual illusion experience in-game. The videogame includes 4 types of optical illusion: Size Constancy Illusion, Impossible Objects, Figure-ground Illusion, Colour and Brightness Illusion.
  • Tg0 etee Award – Bus Boy – A shooting game set on a bus with 360-degree video footage providing the outside environment. Players are on a school trip and use the etee controller to aim and fire paper to cause mischief. Combined Admix SDK, Vive Eye Tracking and Tg0 etee controllers
  • Best Audio Prize – An Eye Mosity​ – A VR Simulator to practice anxiety management in a social setting using Eye Tracking and Resonance audio.

To see the Vive Developer Jam in action take a look at the compilation video below. For further VR game jam news, keep reading VRFocus.

Disclosure: Admix is the parent company of VRFocusVRFocus retains its editorial independence.

Three-Day HTC Vive Developer Jam Taking Place in January Looking to Create Next-Gen XR Applications

Do you have a keen interest in virtual reality (VR) technology and its potential applications? Perhaps you’ve had an idea for a piece of software that you’d love to see realised but aren’t too sure on how to achieve it. Then you may want to apply for HTC Vive upcoming Vive Developer Jam being held in London, UK next month.

HTC Vive Developer Jam

Being run in partnership with Goldsmiths University of London, Department of Computing and VR/AR monetisation platform Admix, the Vive Developer Jam is open to working professionals, entrepreneurs, academics or students as they look to create the industry’s next XR innovations. Corsair will be the official PC hardware partner providing participants the equipment.

Attendees will have access to the latest HTC Vive hardware as well as software development kit’s (SDK) for eye/lip and hand tracking. Workshops, mentors and space will all be available ensuring the perfect environment to create a new videogame, enterprise application or any other idea they can think of.

“2020 marks 5 years since our very first Developer Jam in London. HTC Vive has continued to innovate with hardware such as the Pro Eye and our latest SDKs We’re looking forward to seeing how the developer community will continue to push the state of the art in XR,” said Dave Haynes, Director of Developer Ecosystem & Vive X, EMEA in a statement.

“We’re very excited to partner with HTC Vive and Goldsmiths University of London for this unique event, kicking-off 2020 with an emphasis on innovation in VR. Admix is a huge supporter of the VR community through VR/AR Pioneers, so co-hosting this Developer Jam is a natural extension of our developer-focused initiatives,” adds Kevin Joyce, Lead Evangelist, Admix.

The Vive Developer Jam will take place from 24th – 26th January 2020 at Goldsmiths St James Hatcham. The Friday evening will be filled with workshops then teams will be formed for a full weekend of hacking, with a winner announced Sunday night. You can register your interest at the official Vive Developer Jam Eventbrite page. You’ll then be notified if your application has been successful. For any further updates on the event, keep reading VRFocus.

The University of London and Coursera Launch Five VR Courses

Initiatives like VR First have been promoting the expansion of virtual reality (VR) among universities for a while now, aiming to nurture the next generation of developers and creatives. Today, the University of London along with online education specialist Coursera have announced a series of courses called The Virtual Reality Specialisation.

Developed by Dr Sylvia Pan and Dr Marco Gillies from Goldsmiths, University of London, the courses are based on a combined 25 years’ experience in interactive virtual characters for social virtual environments and videogames, motion capture and data driven animation and body language for virtual characters.

Coursera_app

“Many of the mistakes made by Virtual Reality content creators come from not understanding the psychology of how VR works and what it means for how we create content, which is an important feature of this Specialisation,” said Dr Marco Gillies in a statement. “In Virtual Reality users need to physically interact so they feel present in the surrounding environment. This means other characters must respond in the same way they would in the real world. These courses combine theory – the basic psychology of how VR works – with practical production skills. All the time learners are doing the practical work, they are also having to think about the psychology behind it.”

The five courses that will be released starting on 25th September:

  1. Introduction to Virtual Reality
  2. 3D Models for Virtual Reality
  3. 3D Interaction Design in Virtual Reality
  4. Building Interactive 3D Characters and Social VR
  5. Creating Your First Virtual Reality Game

“The launch of the Virtual Reality Specialisation presents a real opportunity to use online learning to grow the number of people equipped with the skills required to become VR content creators. Learners will take the skills developed in each of the preceding courses and put these into practice to develop their own Virtual Reality game,” addes Dr Sylvia Pan, Lecturer in Graphics at Goldsmiths, University of London.

“The development of Virtual Reality courses is pivotal to cementing the role the technology will play in everyday life and across enterprises. The creative industry has naturally become the first sector to integrate Virtual Reality,” continued Pan. “However, the potential applications range across many industries, including healthcare, engineering, online collaboration, and more. The medium of Virtual Reality is developing rapidly and those making content now are creating the fundamentals of the technology. We are really excited that our learners will be able to contribute to the future of Virtual Reality.”

For those wanting to enrol in the Virtual Reality Specialisation being delivered by the University of London International Programmes through Coursera, visit https://coursera.org/specializations/virtual-reality

VRFocus will continue its coverage of the latest VR education projects, reporting back with the latest updates.

Adobe and Goldsmiths Research Highlights Focused Use of VR & AR in Brands Christmas Marketing

Marketing agencies have been steadily expanding their use of immersive technologies like virtual reality (VR) and augmented reality (AR) for a while now, utilising it to spread brand awareness. This can be found even more so in the run up to Christmas as new research conducted by Adobe and Goldsmiths, University of London indicates.

The study found that over a quarter (27 percent) of consumers are now expecting brands to use VR and AR as part of their Christmas experiences. And when over 500 UK marketers preparing their Christmas campaigns were surveyed, over two thirds of respondents surveyed (68 percent) felt that using technologies like VR provides brands with a competitive edge. 32 percent of marketers also agreed that the tech helps drive customer loyalty to the brand, and more than half (55 percent) believe that it is useful in attracting potential customers.

Adobe and Goldsmiths VR Marketing Research

But there is a flip side to this interest in VR and AR marketing. While marketers are interested in the opportunities VR holds they don’t widespread usage occurring until at least next Christmas. 32 percent said that implementing campaigns at present are still too difficult, with suggestions that budgets and lack of knowledge are some of the key challenges to implementation. Tying into this, actual awareness of VR is still relatively low. A YouGov poll of over 2,000 UK adults, found that 44 percent admitted to not seening these technologies used around the festive season. But the poll did find 29 percent of consumers would be interested in seeing these technologies used in future, with 22 percent saying emerging technologies would attract them to a specific brand at Christmas.

 

John Watton, EMEA Marketing Director, Adobe says: “Our research has revealed that both marketers and consumers are only just beginning to get to grips with emerging technologies like VR and AR. The demand is increasing, but many organisations are still evaluating whether they have a viable place in their marketing strategies. There can be no better time than Christmas to get a better understanding of how, or indeed if, brands are creating new and deeper connections with potential and existing customers using these technologies – in an era when the customer experience is everything. The examples explored in this report really bring to life the possibilities of The Future of Experience and I am excited to see how brands continue to innovate around the customer experience in 2017.”

“This Christmas, we’re seeing early adopters and progressive organisations harness the power of emerging technologies to engage customers and extend the reach of their brands. However, the relative lack of awareness and readiness amongst the wider marketing community for harnessing the power of the emerging technologies driving empathetic customer experiences like serendipity and adaptability is staggering,” said Dr Chris Brauer, Director of Innovation at Goldsmiths, University of London. “The research shows widespread lack of recognition and emphasis on the need for brands to market both through and to smart machines for meaningful engagement with customers. There is a revolution in marketing underway and the exceptional use cases in our research demonstrate progressive brands experimenting and shaping the possibilities before the Future of Experience becomes the mainstream present in 2017.”

VRFocus has reported on many instances of VR being used for marketing, and as adoption of the tech grows so will its advertising potential. As further developments continue VRFocus will bring you the latest updates.