Starship Commander: Arcade is all Talk in This Conversational Adventure

When it comes to virtual reality (VR) experiences designed for arcades, they need to be short and snappy affairs. Long and impactful enough that a player leaves with a smile, wanting ‘one more go’, yet of a duration that means others aren’t waiting too long, but become equally hyped when seeing another person’s reaction. Developer Human Interact is hoping to find this balance with its latest experience, Starship Commander: Arcade.

Starship Commander: ArcadeStarship Commander: Arcade is a story-driven sci-fi adventure where you pilot an advanced fighter called the XR71 on a secret mission to retrieve some data by infiltrating an alien spy facility. So far fairly bog standard affair. You’re not alone in this mission, under your command is Sargent Sarah Pearson who will be flying alongside you, and its Pearson who provides the most interesting factor in Starship Commander: Arcade, the dialogue system.

Controllers aren’t required in any part of the experience as it’s entirely operated via your voice and gaze, meaning that the majority of the action is completely on-rails. Great for those new to VR, but possibly a little too restrictive for VR enthusiasts who want to get stuck in.

With controllers off the table, it was time to get chatty with Pearson and the ship’s computer. Human Interact utilised a next-gen AI system developed by Microsoft so that it’s almost possible to have a two-way conversation with Pearson. What impressed, to begin with, was the fact that not only did it recognise my voice without any issue, the system was able to respond with some sort of answer almost instantaneously. As Pearson appeared on the ships’ front screen like a hologram, the dialogue accuracy meant that Starship Commander: Arcade held its immersion very well.

Starship Commander: ArcadeNow that’s not to say that you could have a full blown conversation with your wingmate, but it was very impressive none the less. So long as responses or questions weren’t too stupid or unrelated then Pearson would usually remark, even sometimes coming out with a little quip. If the system did get confused then it would revert back to the mission at hand.

Starship Commander: Arcade lasts around 10 minutes, with the gameplay split between three main segments. You start in the docking bay and this is the best place to practice taking to Pearson as there’s nothing else going on. After which you jump into hyperspace and find yourself at a mysterious planet circling a blue star. It’s here that the gaze controls are first introduced, controlling the ships weapon system. Having to tell the craft to go into autopilot, it’s time to take down a few enemies by aiming the reticule at them. Nothing overly taxing.

The scene then moves to the secret base where you can take on more enemy fighters before venturing inside for the final leg. Here you can shoot enemies, and manoeuvre the ship to a small extent, veering it left and right to miss giant energy blasts. Whilst doing all this you can still talk to Pearson, although it didn’t change the gameplay at any point.

Starship Commander: ArcadeStarship Commander: Arcade is described as a ‘choose-your-own-adventure narrative,’ yet following several gameplay sessions there didn’t seem to be much in the way of choice relating to the narrative. If each section wasn’t moved on accordingly by the player the whole thing would still be pushed along – presumably due to this being a dedicated arcade experience.

While home users wouldn’t find much interest in the title it hasn’t been made for them. As a location-based entertainment experience Starship Commander: Arcade does a decent job of introducing VR to the masses. Visuals are nice, and it’s probably as comfortable an experience as you’re going to get without being completely stationary. As mentioned, the main hook is the dialogue system, which would be great to see in more content. Hopefully, Human Interact will continue developing and expanding the project for a truly branching story.

Hands-On With A Voice Controlled Spaceship In Starship Commander: Arcade

Hands-On With A Voice Controlled Spaceship In Starship Commander: Arcade

Talking to computers aboard a spaceship has been a sci-fi dream for decades. From Captain’s Logs in Star Trek to Cortana in Halo, as humans we’ve done a remarkable job of personifying the non-human objects that populate popular fiction. But until very recently, that was just a dream in TV shows, movies, and video games.

Now we’ve got smart home assistants that carry entire conversations with us and features that let us do things like cast spells in Skyrim and speak to our crew members aboard the Starship Enterprise. In the case of Starship Commander though, is an entire game based around that single novel concept.

Starship Commander: Arcade from Human Interact appears to be the new name for what was originally just Starship Commander, which was announced almost two years ago. That appeared to be a larger, more full-fledged VR game, but instead what we’ve got is a trimmed-down experience designed specifically for VR arcades powered by Springboard VR and Private Label VR arcades. It releases at multiple locations in less than two weeks on December 10th, 2018. I played it on an Oculus Rift at home through Steam though, so maybe it will get released widely for consumers as well, similar to Haunted Graveyard. It’s unclear whether or not a longer, more feature-rich VR game is still in the works.

Since this is an arcade experience and is just about 10-minutes in length, I didn’t come in with high expectations in terms of world building or depth. This is designed to be easy to sit down and play without any prior knowledge or VR experience and for that purpose it excels wonderfully.

You don’t need Touch controllers, a keyboard, a gamepad, or anything at all. Just a headset, chair, and microphone. There is no main menu and there are no options to fiddle with. As soon as I boot it up, I’m presented with a prompt to say aloud, “Open the hatch,” and then it begins.

Visually it looks really nice in the headset. Textures are sharp and the effects are good with solid sound design. On-screen at this point is Sgt. Pearson, who is there to walk me through procedures and tag along for my mission to blow up some bad guys in space. She attempts to make some jokes every now and then, but most of them suffer from poor timing or awkward pauses due to what I can only assume is the voice recognition loading in the background. Her delivery feels a little flat as well.

Honestly, despite the minor clunkiness, these interactions with her before you actually leave on your mission are probably the best parts of the game. She does a good job of responding to commands promptly and gives off a decent illusion of carrying a conversation as long as you stick to responding accurately and not drifting off-topic. Apparently the game uses Microsoft’s “Cognitive Services” and tests your microphone levels before launching. The developers tell me the word error rate is less than 5.9%, which is better than an actual human professional typist.

However, even though it understood what I was saying every time without issue, the depth of interaction was the main problem. Other than asking basic questions from a list of options, repeating phrases I’m told, or responding to simple statements, you don’t have any freedom. I can’t decide to branch off on my own to go explore, ask her about other topics, or actually command the ship as the game’s title implies. In reality, this is just an on-rails experience that plays itself and asks you for permission to continue at a handful of junctures. The developers describe it as a “cinematic virtual reality experience” in their latest trailer’s description and cite inspirations like Telltale’s Walking Dead and other adventure games.

Space combat is relegated to simply looking around with your face and staring at enemies until they explode (you don’t even press a button to shoot, it does that on its own) or leaning side-to-side to dodge laser blasts. These exchanges are mostly boring and just as things start to get more exciting, it’s all over. There are a handful of branching moments and some dialogue bits you can skip or dig into more if you want, but other than that there isn’t a ton of replayability. It actually reminded me a bit of the old Dragon’s Lair arcade cabinets.

If Starship Commander had released back in early 2017 when it was first announced, within a year of VR headsets hitting the mass market, it’d likely have been more impressive. Despite that though, honestly, it will probably do well in an arcade setup for people that are new to VR. But as a product in late 2018 the content itself isn’t that impressive on its own. You’d likely be better off playing Elite: Dangerous in VR with a HOTAS and Voice Attack mods.

There is a patch due out before release that will address some audio mix issues, but what I saw is described as 99% complete. We will update this story with a final verdict when we’re able.

Starship Commander: Arcade launches at Springboard VR locations and Private Label VR arcades on December 10th, 2018.

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The post Hands-On With A Voice Controlled Spaceship In Starship Commander: Arcade appeared first on UploadVR.

Bringing Conversational Gameplay & Interactive Narrative to ‘Starship Commander’

Alexander-MejiaDeveloper Human Interact announced this past week that they are collaborating with Microsoft’s Cognitive Services in order to power the conversational interface behind their Choose-Your-Own-Adventure, interactive narrative title named Starship Commander. They’re using Microsoft’s Custom Recognition Intelligent Service (CRIS) as the speech recognition engine, and then Microsoft’s Language Understanding Intelligent Service (LUIS) in order to translate spoken phrases into a number of discrete intention actions that are fed back into Unreal Engine for the interactive narrative.

LISTEN TO THE VOICES OF VR PODCAST

I caught up with Human Interact founder and creative director Alexander Mejia six months ago to talk about the early stages of creating an interactive narrative using a cloud-based and machine learning powered natural language processing engine. We talk about the mechanics of using conversational interfaces as a gameplay element, accounting for gender, racial, and regional dialects, the funneling structure of accumulating a series of smaller decisions into larger fork in the story, the dynamics between multiple morally ambiguous characters, and the role of a character artist who sets bounds of AI and their personality, core belief system, a complex set of motivations.

Here’s a Trailer for Starship Commander:

Here’s Human Interact’s Developer Story as Told by Microsoft Research:


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Music: Fatality & Summer Trip

The post Bringing Conversational Gameplay & Interactive Narrative to ‘Starship Commander’ appeared first on Road to VR.

VR Experience Starship Commander Unveiled by Microsoft

The virtual reality (VR) industry is constantly striving for new ways to immerse players in virtual worlds, but seldom seen in videogames are voice controls. Now Human Interact, a studio only formed a year ago, alongside Microsoft have revealed the first look at its debut VR project, Starship Commander.

Starship Commander is choose-your-own-adventure VR narrative where players don’t use gamepad or motion controllers, all the interactions are controlled through speech. As the name suggests, players are the commander of a spaceship which is on a secret mission as part of a massive intergalactic war.

Starship Commander TrailerScreenshot3_1920

The experience utilises Custom Speech Service (formerly CRIS), part of the Microsoft Cognitive Services collection to allow a lifelike interaction with the videogame. The studio used Microsoft’s software due to the ability to train it with a custom script.

“We were able to train the Custom Speech Service on keywords and phrases in our game, which greatly contributed to speech recognition accuracy,” said Adam Nydahl, founder and principal artist at Human Interact on the Microsoft blog. “The worst thing that can happen in the game is when a character responds with a line that has nothing to do with what the player just said. That’s the moment when the magic breaks down.”

“Using the Custom Speech Service, we were able to cut the word error rate in half without sacrificing any latency,” adds Alexander Mejia, founder and Creative Director at Human Interact. “It responds as soon as a person stops speaking, which is incredible.”

Starship Commander is currently in development for Oculus Rift and HTC Vive although no release date has been set yet. For any further Starship Commander updates, keep reading VRFocus.

Microsoft Announces Siri Competitor with Voice-Activated VR Experience

Microsoft Announces Siri Competitor with Voice-Activated VR Experience

You may not be aware of this but for years now Microsoft has been steadily working to build the world’s smartest computer brain. Now, that brain is getting a whole lot smarter.

Meet CRIS and LUIS

Today, Microsoft is announcing Custom Speech Service, the latest program to join the ranks of Microsoft Cognitive Services. This is a suite of innovations that tackle emerging AI issues like computer vision and machine learning. Custom Speech Service is a highly adaptable voice-to-text program that is being positioned as a much more intelligent version of Siri or the Google Assistant.

Custom Speech service combines two bleeding-edge technologies to achieve this next generation capability. The first is known as CRIS, or Custom Recognition Intelligent Service. According to Microsoft, CRIS:

“…Provides companies with the ability to deploy customized speech recognition. The developer uploads sample audio files and transcriptions, and the recognizer is customized to the specific circumstances. This can make recognition far better in unusual circumstances, such as recognition on a factory floor, or outdoors.”

Essentially what this means is that CRIS allows a given organization to build its own unique lexicon of voice commands to make specialized voice-to-text commands work better. So a hospital, for example, could build in a complex list of procedures or afflictions for patients to enquire about.

Joining CRIS to make Custom Speech Service as powerful as possible is LUIS (Language Understanding Intelligent Service). LUIS is described by Microsoft as an “intent engine” and with its help computers can understand the meaning behind our words. For example, what happens in current voice commands is that a specific word or phrase is mapped intentionally by a programmer to a given action. “Find coffee” or “take me to coffee” will both bring up your maps application and direct you to a nearby coffee shop. With LUIS, however, you could say “find coffee, take me to coffee, I need coffee, I need a little pick-me-up, I can’t keep my eyes open, etc.”

LUIS is trained to understand what we mean, not just what we say, and with its help a much larger swath of voice commands can be usable to consumers with much less effort on the part of programmers.

Starship Commander – VR Powered by Voice

Custom Speech Service is just that, a service. Microsoft itself is not necessarily building a product around the program. That job falls to clients such as  Human Interact — a virtual reality content studio.

Human Interact’s debut project is Starship Commander, a voice-powered VR experience that takes full advantage of Microsoft’s powerful new tools. UploadVR had the chance to visit try Starship Commander firsthand and what we found is the most sophisticated voice interaction engine we’ve yet to see in an immersive application.

Starship Commander is more interactive film than pure game and the entire thing revolves around voice. You play as the pilot of an interstellar spacecraft, joined on your mission by a supercomputer and a holographic superior officer. You interact with both of these characters through voice commands with world of branching options to explore.  In my short demo I experienced maybe 20 lines of dialogue, but the developers explained that this was barely scratching the surface of the hundreds they had programmed.

CRIS in action while playing Starship Commander

Starship Commander was built using CRIS and LUIS and, as a result, the characters in the game were able to understand and respond to unique vocabulary about spaceships and aliens. Thanks to LUIS They were also able to understand correctly what I wanted to do even if the exact phrasing I used had not been manually mapped to a given outcome. By saying “let’s move on” I was able to advance the story. Even though that particular combination of words was not attached to that specific command, the experience was able to read my intent thanks to Microsoft’s brand new bag of tricks.

With Custom Speech Service and an entire fleet of Cognitive Services (eight are available now with 17 in preview to select developers), Microsoft is on a mission to “make AI available to every organization and every person.”

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