Robert Rodriguez Takes Viewers to ‘The Limit’ in his Latest Film

Fans of film director Robert Rodriguez (Sin City, Machete, Dusk to Dawn) will be pleased to know that he’s now entered the field of 360-degree cinematography, releasing The Limit in collaboration with virtual reality (VR) studio STXsurreal.

Starring the talent of Michelle Rodriguez and Norman Reedus, The Limit is a high-octane, 20-minute action movie where the viewer is a character. The story goes that you play a rogue agent with a mysterious past who enlists the help of enhanced super-assassin M-13 (Michelle Rodriguez) to retrieve your identity and strike against the deadly organization that created you.

“The launch of The Limit is a watershed moment in VR, and gives fans of premium scripted entertainment a compelling reason to put their headsets back on,” said Andy Vick and Rick Rey, co-presidents of Virtual Reality & Immersive Entertainment at STXsurreal in a statement. “In keeping with STX’s talent-driven model, we enlisted Robert, Michelle, and Norman, who collectively have millions of passionate fans across the globe, to break new ground and bring this category-busting cinematic VR film to life.”

The Limit will support Oculus Rift, Oculus Go, HTC Vive, Samsung Gear VR, Windows Mixed Reality, PlayStation VR and Google Daydream, available to purchase today from their respective retail platforms. For a limited time, there’s a 50 percent discount available, dropping the cost from $9.99 USD to $4.99 for PC-based headsets, and $3.99 instead of $7.99 for mobile platforms.

To celebrate the launch Robert Rodriguez will participate in a fireside chat via Oculus Venues on Friday, 23rd November to discuss The Limit through Oculus Go and Samsung Gear VR.

STXsurreal has further immersive content planned including a Jay and Silent Bob project from writer and director Kevin Smith, a crime-thriller from director Christian Gudegast, an untitled Dave Bautista action-comedy, and an underwater Sci-fi-thriller from Johannes Roberts. As further details are released on these projects, VRFocus will keep you updated.

Contraverse’s new Cinematic App Debuts With Three VR Movies

Toronto, Canada-based virtual reality (VR) production and distribution company Contraverse is best known for its immersive VR experiences which have been shown during film festivals like FIVARS and Toronto New Wave. Today, the company has announced the launch of its first app, giving consumers easy access to the content it creates.

Contraverse

Contraverse is keen to make its film content available to as wider consumer base as possible, mainly due to the fact that it’s only been seen by a small audience up to now. So the free app supports Oculus Rift, HTC Vive, Oculus Go, Google Daydream, Samsung Gear VR and SteamVR, available on all the headsets respective stores with a Steam version coming soon.

For today’s release, the app features three monoscopic 360-degree videos, Pawn, Broken Mirror and Contravision, each putting you inside the body of the main character so you can experience the story from their perspective. The synopsis for each are as follows:

  • Pawn – A getaway driver finds himself in a warehouse being interrogated by two agents questioning him for a crime he can’t remember committing. A blow to the head jogs his memory and you relive the action-packed heist that reveals there’s more to the story than what’s being told.
  • Broken Mirror – Kyle is trapped in a motel room with nothing but his own reflection and dark secrets. Experience this psychological thriller from the perspective of a man going insane in a sleazy motel room as he fights with his own reflection in the bathroom mirror.
  • Contravision – In the near future, Winston experiences a lonely birthday through the lens of his broken A.I.-powered augmented reality glasses. His A.I. assistant Contra shows you everything you want to see, even the ugly truth about your friends and the future of social media.

Contraverse

“This app is part of our mission for global and accessible distribution of cinematic virtual reality experiences,” said Josh Gonsalves, Contraverse co-founder and CEO in a statement. “We believe that an app like this is crucial for the mainstream adoption of VR and immersive media.

“We are obsessed with letting everyone have a VR experience and are so excited to be able to do that using our application,” noted Marisa Tessone, co-founder and COO.

New content will be added in the coming months, when that happens VRFocus will let you know.

Nothing Half-Baked About Zombie Donuts Update

Earlier this year, Vancouver-based developer Virtro released its sugary twist on the zombie shooter, Zombie Donuts, on to the Samsung Gear VR. The company has now announced an update for the title as part of the Halloween celebrations.

Though Halloween is technically over, some people just don’t want to let the spooky season go. For those people there is a host of new content now available for Zombie Donuts players.

Two new characters are being introduced, the piratical Long John Zombie and mini-donut Zom-bit. The Candy Apocalypse environment has been updated, as has the Tutorial mode. The levels have been re-balanced to make things fairer for players.

There are also new animation sequences added, including the donuts dancing Michael Jackson’s famous ‘Thriller’ moves. The soundtrack has seen an update, which the developers say now sounds spookier with more zombie groans.

The developers have listened to players and have introduced new systems to improve the feedback players get when hitting a target.

“I won’t sugar-coat it,” says Faye Maidment, Marketer at Virtro, “These donuts will run rings around you. You’ll need your wits about you to pummel all that pastry.”

Zombie Donuts is not only a great experience for a first-timer in VR, it’s also highly competitive,” says Jordan Brighton CEO and CTO, “With the donuts spawning all over the Candyland, it’s even more challenging to blast all of the dastardly donuts, especially the tiny Zom-bit.”

Virtro is based in Vancouver, Canada and founded by Australian developers Jordan and Lee Brighton with the aim of creating VR titles that anyone can enjoy, using their own blend of videogame mechanics, storytelling and art design.

Zombie Donuts is now available on Oculus Go, Samsung Gear VR, Google Cardboard and Google Daydream. For future coverage on Zombie Donuts and other new, updated and upcoming VR titles, keep checking back with VRFocus.

Dark Corner Releases 4 New Horror Films for Halloween

Dark Corner Studio was founded by a love of all things scary and frightening. The Los Angeles-based studio released its horror app of the same name for virtual reality (VR) headsets in 2017 to embrace the darker side of immersive film making, and October provides the perfect time for it to release new content. To celebrate Halloween, Dark Corner has released four new experiences to send shivers down your spine.

Dark Corner Oh Deer

For this spooky season horror fans will be able to enjoy the exclusive international release of Tag Along, animal POV experience Oh Deer, terrifying ghost story Horomaru, and The Office, a fun-filled horror short.

“VR filmmaking is now becoming so popular around the world that we are seeing an awesome surge in innovative and memorable experiences,” said Head of Content Teal Greyhavens in a statement. “These four films are so different, but each one of them is startling or thrilling in a way that we loved. I’m especially excited about our exclusive release of the Tag Along VR experience, a bloody and beautifully shot haunted house story that will definitely give you goosebumps.”

“October is our favorite time of year for Dark Corner, and we’re excited to expand our slate with these thrilling films, as well as continuing to forge new partnerships with other VR outlets and LBE venues all around the world,” added CEO Guy Shelmerdine.

Dark Corner Tag Along

A synopsis of the films are as follows:

  • Tag Along – A blood-spattered haunted house story from Taiwan, director Pu-Yuan Cheng and producer Shin-Chi Chen have created a short horror experience that expands the mythology of this hit Taiwanese franchise. Get ready to enter the haunted home of the demon Mosien, if you dare…
  • Oh Deer –  The first foray into VR for Swedish director Peter Pontikis, Oh Deer is a stark, minimalist POV experience. It’s an exercise in suspense and divided attention, placing the viewer in the perspective of a wounded animal as hunters close in from all sides.
  • Horomaru – An indie haunted house story from South Korea by director Jae-gyun Hong. Three young ghost hunters with plans to upload their 360 footage for viral internet views go exploring in an abandoned mansion. What they don’t realize is that the house used to host grisly sacrificial rites; “Horomaru” refers to “the ritual of sacrificing a living human to a ghost or demon.”
  • The Office – A popular horror short from the prolific European VR studio Inside360, directed by Miguel Temme. The viewer takes the POV of an office worker about to head home for the day…when suddenly mysterious things start to happen all around you.

All four of the films are available now through the Dark Corner app which you can get on Oculus Rift, Oculus Go, Samsung Gear VR, and Google Daydream headsets. For further content updates, keep reading VRFocus.

Anjin Games Announces Multiplayer Updates For Deadbotz 3 VR Mute Winter

Anjin Games has announced that it is hoping to step up the level of virtual reality (VR) shooters with the latest update to its early access mobile VR titles, Deadbotz 3 VR Mute Winter. This title is the third in the Deadbotz series, which previously came to VR with Deadbotz 2: VR Cyborg Warfare.

Deadbotz 3 VR Mute Winter is an early access title that is available for Android-based devices. The latest update introduces multiplayer functionality to the title.

Deadbotz 3 VR Mute Winter follows on from a previous VR title from Anjin Games, which used Unity 5 to produce a title called Deadbotz 2: VR Cyborg Warfare, which was praised for its high graphical fidelity for an Android title, and its ability to provide server-based multiplayer for players all over the world.

The previous title supported Google Cardboard, and was released two years ago, becoming one of the earliest multiplayer first-person shooter titles available on Android VR. Both local LAN and global internet multiplayer were supported, features that have been recently introduced into its sequel,

As in the previous title, players take the role of Space Marine John MacClure as he journeys through the galaxy attempting to wipe out the dangerous and destructive Cyborg Botz Clan.

Users wanting to play Deadbotz 3 VR Mute Winter will need an Android-compatible VR headset, such as Samsung Gear VR, Google Daydream or Google Cardboard. An Android compatible gamepad is also required.

The smartphone device will need at least a Snapdragon 821 processor or better in order to run. Headphones are also recommended for the best experience.

The developers say that the title is still in development, so glitches and instability might occur. The Anjin Games team are gathering feedback from the player base. Deadbotz 3 VR Mute Winter is available for download from the Google Play Store.

For future coverage of new and upcoming VR titles, keep checking back with VRFocus.

The Modern Alternative Learning Resource: Time To Drop The Ban On Phones In Schools?

As one of the many ‘hats’ that I have to wear in my current job, I am often interacting with the education system, from school through to university, and I typically find myself wondering why are teachers still locked into using delivery methods that were considered old when I was at school? There has always been a stigma about mobile phones within the classroom, and when I was at school I could understand why, this was before the day of smartphones and as such they had no use within a classroom. These days almost all mobile phones hiding in the pockets of kids are smart phones, and usually good ones at that, such is the need of the current school generation. Yet despite all this processing and interactive power, mobile phones are still outlawed in the vast majority of schools during lesson time, which I feel is a massive disservice to the students’ ability to learn and engage in subject content.

BETT 2018 - Google EducationNow I will say before I get into ways to utilise what kids already have, there are schools and colleges out there that actively do develop ways of using smart phones within the class, but we are still talking about the minority unfortunately. Obviously, we must consider that the education system is largely locked into what is demanded of them by the curriculum that is set, and some subjects are less applicable to a tech solution than others. I genuinely feel that given some proper thought most lessons can incorporate a smart phone into its delivery. Below are just some of my thoughts on lessons that could benefit from this addition of mobile technology.

History

History has always been for many, a dry and beige topic at best (though for myself it was fascinating) This has always made it hard to engage the wider class, save for a few historians like I was. The reason being is that it’s a lot of reading text, looking at images or re-enactments that are typically not the most authentic or well-acted things ever.

Instead of being stuck behind paragraphs in a book, teachers should have access to interactive content that students can access via apps on their phone, this app could allow students turn a table top into an augmented reality (AR)battlefield, act as the commander to move the troops and ultimately see the outcome of the battle. This offers a chance for the kids to see historic moments from a different view point, and interact with it, altering the mechanics and being able to understand the consequences of certain actions within those scenarios.

Android mobile phones would allow students to become immersed into virtual reality (VR) experiences where they can get a first-person perspective on living in that period, having to carry out typical tasks of the time interacting with virtual objects, allowing for a greater appreciation for the challenges of that era.

Irish history VRScience

Science was once a subject that was a favourite, and still is, amongst most students thanks in large part due to the fact there is a strong practical element during lessons, through experiments. However, as regulations, health and safety and the like become stricter, the number of cool things kids can do in the classroom is dwindling.

The best way to get around this is again using interactive experiences on phones, simply through gamification of the learning experience. Students could be tasked with mixing chemicals in VR, carefully having to measure out amounts, using instruments to monitor changes. This can all be done using the controllers supplied with Google Daydream or Samsung Gear VR headsets, allowing for the precision needed in experiment scenarios. Even if budget was an issue, and with education it usually is, being immersed in 360⁰ video demonstrations using Google Cardboard headsets would be a positive start as a use case for further investment.

The major advantage being there is no risk to a student as it is all digital, eliminating the health and safety issues that are limiting practical sessions from currently being carried out. With all things that have an element of gamification, a competitive element could be introduced to get students to naturally want to do better to be the best, through a level system or leader board.

HoloLAB ChampionsEnglish

English is and has always been about a lot of reading, there is no escaping it, nor should there be. That does not mean that students should be stuck just reading books upon books, carrying large piles of novels, papers and the like. Even something as simple as E-books would be a move in the right direction, allowing students to download them onto their phone, also getting rid of the excuses of leaving content at home by said students.

However, being able to maximise a student’s ability to become truly invested in the subject matter, why not allow them to go through the story as one of the characters. Empathy is a major part of being able to get engaged with a topic, it has been thoroughly explored that with VR, empathy can quickly and impactfully applied to the situation being explored. This does not have to be a fully interactive process, it could just be seen through the eyes of a selected character, giving students a choice of who to follow through the story and being able to see how things play out from different points of view, even gleaming insight from the inner thoughts of the character being followed.

Books can have AR markers embedded into their pages, giving the ability to see the page play out as an animation or interactive scene, this again catering for those who have different learning styles or difficulties. The act of reading is essential, but arguably the aim of many books is to create an emotional empathetic response in their reader, and to be able to continue to engage with a modern audience, the delivery needs to become more diverse.

Reading In The Dark 01Other subjects

As I stated, technically any subject could embrace the mobile phone and EdTech resource within their content, however the above I feel are some of the subjects that might have the biggest impact in terms of engagement. Computing lessons could utilise phones as an entry level device to learn to develop VR or AR experiences, giving students the opportunity at a younger age to begin to learn the skills that are becoming more crucial than even to be developed on mass. Mathematics would benefit from gamification of mathematical problems, catering for different learning styles and allowing students to come at the problem from a different angle that just works better for them. Art and other creative subjects could use phones as research or art pads letting students draw directly onto the screen for sketching before moving onto a larger scale final drawing, or even as far as utilising VR art tools, turning the controller into the brush and pen.

Tilt Brush - Audio Reactive_1Ultimately it is about the schools being willing to lift the stigma of mobile phones in schools and searching for new and innovative ways of bringing them back into the classroom, making subject content presented in a more relevant way to the audience it is meant for. Just as other industries have had to move with the times to stay competitive, so to do schools in their education methods.

 

Korean Company SK Telecom Announces Mobile Social VR App

Though virtual reality (VR) is often seen as somewhat isolating, a number of apps have emerged which aims to combat this by bringing people together in a virtual space. Korean communications company SK Telecom has just announced the launch of just such an application, titled Oksusu Social VR.

The app is designed to allow users to interact with each other while enjoying content such as sports games, movies or TV in the same social VR space, combining social features with one of Korea’s largest content platforms.

Users who access the app while wearing a VR headset will be able to gather in a virtual space, with up to eight users able to join a single virtual room. The app offers several different varieties of VR spaces, such as living room, movie theatre, concert hall or sports room. There are also plans to allow users to customise their own virtual space.

Each users will have their own avatar, which uses gesture recognition technology to allow users to move their avatar, to do things like wave, throw popcorn or launch paper planes. The T-Real Avatar Framework has also been applied which lets users adjust an avatar’s face and body shape and use naturalistic facial expressions.

With the coming launch of commercial 5G, Oksusu Social VR will allow for 8K UHD video, so a VR room can effectively become an IMAX theatre or a 360-degree screen.

“As realistic media services are expected to become widely popular in the upcoming era of 5G, SK Telecom is accelerating its efforts to develop innovative VR technologies and content aimed at maximizing customer experience,” said Lee Jong-min, Senior Vice President and Head of Media Technology R&D Center of SK Telecom.

Currently, Oksusu Social VR supports Google Daydream and Samsung Gear VR, and can be downloaded via the Google Play Store.

For future coverage on new and upcoming social VR apps, keep checking back with VRFocus.

Google Unveils The Pixel 3 and Pixel 3 XL Starting At $799

Google Unveils The Pixel 3 and Pixel 3 XL Starting At $799

Today at the Made by Google 2018 event, Google officially unveiled the Pixel 3 and Pixel 3 XL, its latest line of smartphones. Sporting what it describes as the most powerful camera on a smartphone to date (they showed seven different magazine covers that were shot using the Pixel 3 camera) the device is set to launch on October 18th with pre-orders open now, starting at $799 through Verizon, or unlocked on the Google Store and with Project Fi.

The camera really does look remarkable in terms of quality and the AI powering it with a 12.2-megapixel rear lens capable of shooting 4K video, but that’s not really directly relevant to VR or AR immediately.

Inside of the Pixel 3 is a Snapdragon 845 processor with 4GB of RAM and either 64GB or 128GB of internal storage. By comparison, the Oculus Go has a Snapdragon 821 and the forthcoming Oculus Quest will have a Snapdragon 835. Both phones have a flexible OLED display and are powered by a 2915 mAh battery.

According to the official Google blog post, the Pixel 3 is 5.5″ and will start at $799, while the Pixel 3 XL is 6.3″ and will start at $899. Both models are available in “Just Black,” “Clearly White,” and “Not Pink” because cheeky color names are fun. In the box you’ll get a pair of USB-C earbuds and a USB-C 3.5mm headphone adapter, as well as an 18-Watt fast charger that can reportedly “give you seven hours of use in 15 minutes of charging.” All Pixel 3 purchases also include 6 months of free YouTube Music Premium.

Depending on storage size the price varies as well. Here’s the breakdown:

Pixel 3 64GB: $799
Pixel 3 128GB: $899
Pixel 3 XL 64B: $799
Pixel 3 XL 128GB: $999

There wasn’t a single peep about Daydream at all during the show, although on the specs page of the Pixel 3 website it does indicate: “Built for VR to work with Google Daydream View headset,” so it’s not a missing feature altogether at least.

AR did get a brief shoutout via AR Stickers, which have been rebranded as Playground with even more options. Nothing on ARCore though. Both phones also have two front-facing camera sensors, presumably to help enable more powerful AR content.

Do you plan on getting a Pixel 3? Let us know down in the comments below!

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VR Experience About Violence In Syria Now Available

Created by The ICRC and Google’s Daydream Impact Project is a virtual reality (VR) experience which takes the viewer into the lives of a family who are trapped by urban warfare. ‘The Right Choice’ puts viewers into the heart of the violence in a city in Syria, and gives them the chance to make decisions that can decide their fate.

The VR experience takes place in a re-creation of a typical living room of a Syrian family in a city, who are living with the consequences of the violence going on in the streets outside.

The representations of the environment and the actors who are playing the family have been directly inspired by real life. The ICRC’s Syrian colleagues were involved in the production of The Right Choice, contributing towards areas including scripting, casting and other creative decisions.

The viewer will be prompted to choose between two possibilities within the scenario of the film, both of which have devastating consequences. Failing to make a choice can trigger a hidden third scenario of pure panic.

The VR film was produced with the support of Google, and is part of the Daydream Impact Project. It is available for download from obth the Google Play Store and Apple App Store and can be viewed on smartphone VR headsets, such as Samsung Gear VR, Google Daydream and Google Cardboard. It can also be accessed directly by using the Lenovo Mirage Solo headset.

The ICRC is exploring different uses of VR, including creating immersive experiences and training purposes. The Right Choice is the first time that the ICRC plans to gather opinions and feedback on how the audience perceive the VR experience. This feedback will then be used to help further the ICRC’s mission of supporting people who are affected by war.

For future coverage of new and upcoming VR experiences, keep checking back with VRFocus.

29 Halloween Horrors Come To VRrOOm Via The Strasbourg European Fantastic Film Festival

As you will all no doubt be very aware the onset of October means only one thing (two things if you count shops start putting up Christmas displays for some reason) and that is a deluge of all things spooky, scary and skeleton-filled. Halloween is coming, and there is quite literally no stopping it.

Today the latest horror tinged announcement comes from France as The Strasbourg European Fantastic Film Festival (SEFFF) looks to bring its Halloween selection of twenty-nine scary short films (6 in regular and 23 in 360 degree format) to VRrOOm’s XR platform. For a month, beginning today and ending on November 8th 2018, VRrOOm’s XR platform will host a variety of SEFFF experiences that will appeal to lovers of  sci-fi, fantasy, and horror.

The partnership announcement with SEFFF comes a month after the app, developed with Paris-based agency Bemersive, was launched in partnership with the Venice Film Festival. VRrOOm also plan to announce their next program later this month.

“The VRrOOm’s XR platform is dedicated to providing a virtual stage to the world’s finest festivals and cultural events, reflecting on how today’s exhibition and distribution of films go hand-in-hand in a fast-changing landscape of how art and artists relate to their audiences across all media.” Said the company in a statement. “The app also features a virtual cinema room designed according to THX’s certification program guidelines. The THX Certified Cinema virtual auditorium is a celebration of the art of filmmaking, allowing the audience members to experience the power of storytelling in the world’s most personal cinema.”

VRrOOm - Halloween 2018

The app is free to access for interested parties to download and ais available on both iOS and Android, with support for Google Daydream headsets. Additionally the app is also available on the app is also available on both Viveport and the Oculus Store, with support for the HTC Vive, Oculus Rift, Oculus Go and Samsung Gear VR.

The full list of experiences and short films are as follows: Kinch And The Double World, Portal, King of Infinite Space, Crackle, Going Home, Mister Vampire, The Ghostbusters, Space X Girl VR, Your Spiritual Temple Sucks, Voyager, Damage Control, Babs, Just After Midnight, A Loft In Paradise, Saint Hubert, Knives, Seance, Mirror Man, Burlap, The Invisible Man, 11:57, Blood Room, Coyote, Death Van, Fan Club, Joy Ride, Teddy’s Bear Picnic, Last Man Standing and Zombie Apocalypse.

VRFocus will bring you more news on the developments in VR film very soon.