IMAX and Warner Bros. to Bring Justice League and Aquaman to VR Platforms

In an announcement today IMAX Corporation and Warner Bros. Home Entertainment have revealed a new virtual reality (VR) co-financing and production agreement, seeing the development of three experiences based on some of the latters upcoming blockbuster films.

Of the three, two have been officially unveiled, Justice League and Aquaman. One title will be released each year, with Justice League VR set to arrive in late 2017. The releases will receive an exclusive window in IMAX VR centres after which home and mobile VR platforms will be added.

IMAXVR-Logo-Full-Color

“It’s fitting that with IMAX and Warner Bros.’ shared history of launching Hollywood movies in IMAX theatres, today we’re entering into our first studio deal to bring original VR content to the multiplex,” said IMAX Corp. CEO Richard L. Gelfond. “A key component of our vision for VR is to help usher in the first wave of high-end blockbuster-based content. Justice League and Aquaman feature some of the most beloved characters on the planet, providing iconic properties to launch this effort.  This type of premium content will introduce audiences to virtual reality in standalone and multiplex-based IMAX VR centres as well as other platforms.”

“We are excited to be partnering with IMAX to develop and deliver premium VR experiences, and believe that capitalizing on Justice League and Aquaman characters from our well-known DC properties will broaden the appeal of this fast growing technology,” said Ron Sanders, President, Warner Bros. Worldwide Home Entertainment Distribution.  “Using content and characters from these upcoming films and incorporating creative direction from some of Hollywood’s most innovative filmmakers will help us to bring a groundbreaking experience to audiences and consumers who are hungry for a cutting-edge virtual reality experience.”

IMAX has been getting more involved with VR as the technology progresses. In January the company launched its IMAX VR Centre in Los Angeles, California, with plans to open at least five additional centres in New York City, California, the UK and Shanghai in the coming few months.

The company also created the IMAX VR Fund in 2016, a $50 million USD VR fund to help finance the creation of at least 25 experiences over the next three years.

As VRFocus learns more about IMAX and Warner Bros. VR content we#ll let you know.

The Mummy Zero Gravity VR Experience At SXSW Conference

The Mummy, starring Tom Cruise and Annabelle Wallis will have it’s very own immersive virtual reality experience premiering exclusively at the South By Southwest (SXSW) Conference in Austin, Texas.

IMAX have partnered with engineering firm Positron to create the world’s first full-motion chair designed for cinematic VR called Voyager. Twenty Voyager units will have their motion choreographed together to deliver The Mummy Zero Gravity VR Experience. The pairing of motion effects with VR is known to eliminate the effects of motion sickness that occur for some VR users. It is in this that users will be immersed in one of the film’s signature set pieces – a plane crash – seen in it’s debut trailer below.

The story of The Mummy movie itself concerns an ancient princess who is awakened from her tomb to terrorise the world from the Middle East to modern-day London. The action-adventure is set to feature a range of gods, monsters and fantastic creatures as well as the acting talents of Tom Cruise, Sofia Boutella, Annabelle Wallis and Oscar winner Russell Crowe.

TheMummy_Invite_ZeroG

The Mummy is being directed by Alex Kurtzman, assisted by producer Chris Morgan, who between them have worked on several very successful franchises such as the Transformers, Mission: Impossible and Star Trek movie series.

Mission: Impossible has recently been in the spotlight for VR fans already, with the announcement of a new VR Mission: Impossible videogame coming to the Oculus, HTC Vive and PlayStation VR. It’s unknown at this stage what Cruise’s involvement will be with that project, but VRFocus will keep you up to date with developments.

If you want to experience The Mummy Zero Gravity VR Experience for yourself, it will be at the South By South West Conference and Festival in Austin, Texas from March 10th until March 14th, 2017. You can sign up for the experience here.

VRFocus will keep you updated on other VR movie tie-in projects.

IMAX VR: High-Tech Center für Virtual Reality öffnet seine Türen

Heute präsentierte IMAX in Los Angeles die erste von vielen geplanten VR-Anlagen zur Schaffung einer „standortbasierten VR der Zukunft“.

3D Kino Kette IMAX hält Virtual Reality für wichtig

IMAX VR wirbt derzeit für ein verblüffendes VR-Erlebnis in einem lokalen Erlebniszentrum. Durch eine einzigartige Kombination aus modernster Technologie und erstklassigen Inhalten sei es für die Nutzer möglich, neue Welten zu fühlen, zu sehen und sich spielend darin bewegen zu können. Das alles auf eine mitreißende und realistische Art und Weise, ähnlich wie die IMAX®-Kinos dem Kinogänger bereits ein ausgeklügeltes hochklassiges Filmerlebnis bescheren. Mit einer bahnbrechenden VR-Headset-Technologie, 360-Grad-Sound und raffinierter Raumüberwachung werden die Spieler sofort in neue virtuelle Welten transportiert, die realistischer sein sollen als alles, was man sich vorstellen kann.

Kino VR Experience mit Gun

Besucher in futuristischen VR Pods

Das LA Space-Center besteht aus 14 „futuristischen Pods“, die mit den neuesten und besten VR-Technologien ausgestattet sein sollen. Die meisten dieser Pods sind mit einem HTC Vive VR-Headset ausgestattet, andere besitzen schon die eher experimentellen Star VR-Headsets von Starbreeze. IMAX und Acer sind Partner bei Star-VR, so dass ihre Präsenz in dieser Einrichtung sinnvoll erscheint. Im Hinblick auf die Vive erklärte IMAX in einer offiziellen Erklärung, dass die beiden Unternehmen eine neue Technologie entwickelt hätten und eine Content-Partnerschaft zur Integration der HTC Vive-Headset-Technologie besäßen. Ebenso würden standortbezogene spezifische VR-Inhalte für die IMAX-VR-Zentren entwickelt werden. Zusätzlich zu der Hardware arbeitet HTC auch an den „exklusiven VR-Inhalten“ für diese IMAX-Zentren.

Imax Kino mit VR Erfahrung

Neben den HTC Vive– oder StarVR-Headsets sind die IMAX-VR-Pods mit Dbox-Kino-Sitzen, Subwoofer zum Umschnallen und einer Vielzahl von Steuergeräten ausgestattet, die das Ganze realistischer wirken lassen sollen, beispielsweise mithilfe von Gun-Controllern.

Diese Pods besitzen vorinstallierte VR-Inhalte, für die interessierte Kunden bereits ein Ticket kaufen können, um sie im Voraus online zu genießen. Tickets kosten zwischen 7 und 10 Dollar. Laut IMAX wurde der Content mithilfe der „Erfahrungen von führenden Herstellern wie ILMxLABs, Sony, Lionsgate, Starbreeze, Survios und Ubisoft entwickelt. In der Liste finden sich unter anderem folgende Titel: John Wick Chronicles, Star Wars: Trials On Tatooine und Knockout League. Weitere interessante Demos sind beispielsweise The Lab, die Universe Sandbox, Quivr, Tilt Brush, Job Simulator und andere.

Vor dem Kinofilm noch schnell in die Virtuelle Realität

So wird das IMAX VR-Verfahren für Kunden funktionieren:

Um loslegen zu können, können die Spieler das VR-Programm und die Startzeiten auf der IMAX VR-Seite oder im Center auswählen – genau wie sie Tickets für ihren Lieblings-IMAX-Film bestellen können. Bei der Ankunft checken die Nutzer ein und können dann in die Players Lounge gehen, um einen kurzen Einblick über die Einzelheiten zu erhalten. Die Spieler werden dann zu den einzigartig entworfenen Pods geführt, wo sie mit der passenden IMAX VR-Ausrüstung ausgestattet werden und sich für die Erfahrung vorbereiten können, die sie gewählt haben.

Am Standort LA wird IMAX VR als „Pilotprogramm“ für das Unternehmen beschrieben. Bei der Enthüllung wurde bekannt gegeben, dass IMAX „Papiere unterzeichnet“ hat, um vier weitere Zentren in den USA und China zu erschaffen: In Shanghai, im prominenten Shanghai Hongkou Plaza-Multiplex, in einer „hochklassigen“ AMC-Anlage in New York City und in zwei unbestimmten regulären Kinos in New York und Kalifornien. Diese Standorte sollen in den kommenden Monaten eröffnet werden.

HTC Vive Headset in Action

Schließlich wird IMAX auch in Dreamscape Immersive investieren – ein Joint Venture zwischen IMAX, Warner Brothers, Twentieth Century Fox, Metro-Goldwyn Mayer (MGM), Westfield Corporation, Bold Capital Partners und Steven Spielberg. Dreamscape Immersive ist ein Startup in Los Angeles, in dem standortbasierte VR-Anlagen installiert werden. IMAX hat zuvor auch die Gründung eines Fonds in Höhe von 50 Millionen Dollar für VR-Projekte angekündigt. Der Standort LA IMAX VR ist bereits eröffnet worden. Tickets sind online verfügbar.

(Quelle: Upload VR)

Der Beitrag IMAX VR: High-Tech Center für Virtual Reality öffnet seine Türen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

IMAX Launches High-Tech Centers That Make Trying VR a Movie-Like Experience

IMAX Launches High-Tech Centers That Make Trying VR a Movie-Like Experience

Today in Los Angeles, IMAX unveiled the first of many planned VR installations intended to create “location-based VR of the future.”

According to IMAX: “IMAX VR is a mind-shattering VR experience in a location-based, state-of-the-art Experience Centre. The IMAX VR Experience features a unique combination of premium technology and world-class content that lets users see, feel, move and play in new worlds in a powerfully immersive and realistic way, much like IMAX® theatres offer moviegoers a differentiated and best-in-class film experience. With groundbreaking VR headset technology, 360-degree sound and sophisticated room tracking, players will be instantly transported into new virtual worlds that are more realistic than anything imaginable.”

The LA space is comprised of 14 “futuristic pods” that are equipped with the latest and greatest in VR technology. According to our reporter at the event, most of these pods were fitted with an HTC Vive VR headset, but others had the more experimental Star VR headset from Starbreeze.

IMAX and Acer are partners on the Star VR so its presence in this facility makes sense. When it comes to the Vive, however, IMAX explained in an official statement that the two companies have “a new technology and content partnership to incorporate HTC VIVE headset technology and highly engaging, location-based specific VR content into IMAX VR centers.”

In addition to the hardware, Vive is also reportedly working on “exclusive VR content experiences” for these IMAX VR centers, and is establishing “an approach to incorporate future HTC Vive technology into IMAX VR centers.”

In addition to a Vive or StarVR headset, the IMAX VR pods are equipped with Dbox cinema chairs, Subpacs and a “variety of control devices, adding a deeper layer of realism” such as the gun controller shown above.

These pods will come pre-loaded with VR content that interested customers can purchase a ticket to enjoy in advance online. Tickets will cost between $7 and $10. According to IMAX, the content includes “experiences from leading content developers such as ILMxLABs, Sony, Lionsgate, Starbreeze, Survios, and Ubisoft. The full content list includes John Wick Chronicles, Star Wars: Trials On Tatooine and Knockout League.” Other notable experiences available at these demos include The Lab, Universe Sandbox, Quivr, Tilt Brush, Job Simulator and others.

This is how the IMAX VR process will work for customers:

“To get started, players can select the experiences and show times of their choice on the IMAX VR site or at the Centre – just like they would to order tickets to their favorite IMAX movie. Upon arriving, users will check in and then proceed to the Players’ Lounge for a quick briefing about the particulars of the play experience by one of IMAX’s VR guides. The players are then led to the uniquely designed pods, where they will be helped into the IMAX VR gear and prepare for the experience they’ve chosen.”

The LA IMAX VR location is described as a “pilot” program for the company. At the unveiling it was announced that IMAX has “signed papers” to create four more installations across the US and China. These locations will be: Shanghai, at JinYi’s prominent Shanghai Hongkou Plaza multiplex, a “high” profile AMC location in New York City, two undetermined Regal Cinemas locations in New York and California. These locations are slated to open “in the coming months.”

Finally, IMAX will also be investing in Dreamscape Immersive — a joint venture between IMAX, Warner Brothers, Twentieth Century Fox, Metro-Goldwyn Mayer (MGM), Westfield Corporation, Bold Capital Partners, and Steven Spielberg. Dreamscape Immersive is a Los Angeles based startup working to build location-based VR installations. IMAX has also previously announced the establishment of a $50 million fund for VR projects.

The LA IMAX VR location is open now. Tickets are available online.

Tagged with: , , , , ,

IMAX VR Center auch mit HTC Vive

Im nächsten Jahr werden die IMAX VR Center eröffnen und eigentlich waren bisher nur Acer und das StarVR Headset als Partner bekannt. Das StarVR Headset von Starbreeze besitzt ein beeindruckendes Field of View von 210 Grad und eine Auflösung von 5120 x 1440 Pixel. Dennoch scheint das StarVR Headset nicht die beste Wahl für alle Anwendungen zu sein, denn IMAX gibt nun bekannt, dass es auch Erfahrungen für die HTC Vive geben wird.

IMAX VR Center auch mit HTC Vive

Imax VR 2

IMAX hat die Partnerschaft mit HTC bisher in keiner Pressemitteilung angekündigt, aber nun ist die Webseite für das IMAX Experience Center in Los Angeles online und dort wird auch die HTC Vive prominent angezeigt. Außerdem zeigt die Webseite, dass wir auch auf bekannte Titel im Center treffen werden. So werden wohl Star Wars: Trials on Tatooine, Raw DataEagle FlightJohn Wick Chronicles (erscheint im Februar für die HTC Vive) und Escape The Basement im IMAX Experience Center angeboten. Lediglich Raving Rabbids von Ubisoft und The Walk von Sony sind Titel, die es aktuell nicht für den Heimanwender gibt bzw. geben wird.

Im Moment zeigt uns diese Liste noch nicht, wie sich das IMAX Experience Center von gewöhnlichen VR Arcades abheben möchte. Die meisten Anwendungen scheinen auch eher zur HTC Vive zu passen und nicht zum StarVR Headset von Starbreeze. Außerdem ist nicht bekannt, ob das StarVR Headset zum Start auch bereits mit Room Scale VR ausgestattet werden kann, denn bisher konnte das StarVR System lediglich Positional Tracking und kein 360 Grad Tracking.

Derzeit kann man noch keine Tickets über die Webseite buchen und deshalb wissen wir auch nicht, wie hoch der Preis für ein Besuch im IMAX Experience Center ausfallen wird und wie IMAX die einzelnen Erfahrungen abrechnen will. In den kommenden Wochen wird dieses Geheimnis aber sicher gelüftet, denn der Button zeigt immerhin „Coming Soon“ an.

Der Beitrag IMAX VR Center auch mit HTC Vive zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

IMAX VR Center verspäten sich

Eigentlich sollten die ersten IMAX VR Center bereits in diesem Jahr eröffnen, doch so langsam können wir uns sicher sein, dass dieser Plan nicht eingehalten wird. Wie The Verge berichtet, soll das erste Center in Manchester erst Anfang 2017 eröffnen.

IMAX VR Center verspäten sich

The Walking Dead VR || Quelle: starvr.com

IMAX möchte mit den neuen Einrichtungen die VR Unterhaltung auf ein neues Level heben. Das Unternehmen arbeitet mit Starbreeze zusammen und die Center werden deshalb auch mit dem StarVR Headset ausgestattet werden, welches ein beeindruckendes Field of View von 210 Grad, Positional Tracking und eine Auflösung von 5120 x 1440 Pixeln bietet. Auf der Content-Seite wird vermutlich die The Walking Dead VR Experience und Erfahrungen angeboten, die zu den aktuellen Filmen passen. Laut IMAX sind Erfahrungen mit einer Länge von ca. 15 Minuten angepeilt. Generell sollte man sich um die Qualität des Contents aber kaum Gedanken machen, denn IMAX steckt 50 Millionen US-Dollar in die Inhalte.

Der Plan von IMAX ist es, sich mit der Technik und den Erfahrungen von den Produkten für Konsumenten abzuheben. IMAX möchte dem Konsumentenmarkt stets einen Schritt voraus sein, damit ein Besuch des Centers auch Sinn für Besitzer der aktuellen Virtual Reality Technologie ergibt. Aktuell ist nicht bekannt, wann ein VR Center von IMAX auch in Deutschland eröffnen wird.

Der Beitrag IMAX VR Center verspäten sich zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Report: IMAX’s First Cinematic VR Centers Have Been Delayed

Report: IMAX’s First Cinematic VR Centers Have Been Delayed

As we’ve reported multiple times in the past few months, IMAX’s location-based pilot centers for its VR experiences were planned for launch this year. As you may have guessed, things haven’t quite worked out that way.

One of the first pilot tester centers, set to open in an Odeon cinemia in the UK city of Manchester, has been delayed from late 2016 into early 2017. That is according to a report from The Verge that cites an IMAX spokesperson. We’ve reached out to the company to verify the statement multiple times, but haven’t heard anything back thus far. A more specific date has not been given but we’ll be sure to update you.

These centers will be using Starbreeze’s StarVR headset, which began shipping earlier this year. Manufactured with the help of Acer, it features a 210 degree field of view, six degrees of positional tracking, and two 5.5 inch, showing 2560×1440 pixels per eye.

While they’ll initially be launching with experiences we’ve already seen on the device like Overkill’s The Walking Dead VR Experience, the plan is to eventually have content that ties in to current movie releases and offer movie-goers the chance to see both the movie and the VR experience or either one separated from the other. VR pieces will last between five to 15 minutes, making them more like companion pieces to full movies rather than sequels.

Other pilot centers are planned for Los Angeles and London among other cities.

You can still expect to see some significant content come to these centers, though; last month IMAX announced that it was spending $50 million to fund VR experiences, aiming to create 25 interactive VR pieces at first. This time next year we could hopefully see some VR tie-ins to major blockbusters being shot with IMAX’s own VR cameras, made with the help of Google.

Tagged with: ,

How Theaters Are Evolving To Include VR Experiences

How Theaters Are Evolving To Include VR Experiences

Interest in VR cinema and VR movie theaters has surged, but relatively few VR movie theaters have actually been launched. One of the pioneers in bringing VR movies to theaters is Amsterdam-based Samhoud Media. The company opened a permanent VR theater in Amsterdam this March called “The VR Cinema,” which has drawn “over 50,000 visitors” since its launch,” according to Jip Samhoud, the company’s founder. The theater  has generated “great audience excitement” about VR , which he attributes to the fact that most of them have had “their first VR experience” at the theater. In fact,  one of the primary benefits of VR theaters is that they make VR accessible to “everybody,” eliminating the need for consumers to purchase expensive hardware, notes Samhoud.

The theater has attracted a very diverse audience, including “grandparents with children and couples,” reports Samhoud. The “average age of patrons at the theater is 35-40.”

The  theater refreshes its films once a month, and offers diverse content packages, including horror films, animations, and documentaries. According to Samhoud, horror films are the most popular films at the theater, followed by animations. Interestingly, documentaries at the theater have generated “many repeat visits,” he reports. Shows at the theater run 30 minutes long, and typically include two or three films. Audiences are charged 12.50 euros (approximately $15) per show. In Samhoud’s view, this price  is “comparable to prices for traditional films.”

Pop-up theaters are playing a key role in acclimating consumers to VR films and VR in general. They’ve certainly been a linchpin in Samhoud’s VR theater strategy. The company opened its first pop-up theater in Amsterdam last October, and ran VR films in a Berlin pop-up theater from March to May this year. The company also ran VR films in a pop-up theater in Copenhagen in June.

He acknowledges that the shortage of quality VR content remains one of the key stumbling blocks to the growth of VR theaters. He expects VR theaters to become prevalent in “all big cities” in the next 3-5 years. He acknowledges that “finding the right content” for VR theaters  is a “major challenge.” At the moment, he feels the films shown at this theater are “fine,” but he concedes that in two or three years, “better content will be needed” to continue attracting audiences.

Samhoud underlines the need for producers to gain a better grasp of the special attributes and qualities of VR, and for an increasing supply of “VR-exclusive content.” At the same time, Samhoud believes that the coming expansion of VR theaters will help spur increased production of VR content. Increasingly, film producers are gravitating toward VR, as it represents “a new storytelling medium,” he notes.

Samhoud Media plans to expand its theaters to such locations as London and Oslo and has received significant interest from organizations seeking to partner with the company or franchise their theaters in such locations as China and Lebanon.

Ed Lantz, President and CTO of Vortex Immersion Media, a developer of 4D immersive theaters, sees great potential for immersive cinema, and highlights the greater involvement of Hollywood producers in this market. One of the key stumbling blocks to the development of immersive cinema and VR theaters, in his view, is the “insufficient number of screens” for showing such films. The paucity of screens and quality content has depressed investment in VR theaters and immersive cinema, says Lantz. Vortex Immersion has resolved this “chicken and egg” problem by “operating its own immersive venues and producing content for those venues,” he notes. He believes “pop-up domes” will  help alleviate the shortage of screens for VR and effectively “prime the pump” for VR’s diffusion in theaters.

Lantz envisions major opportunities for “cinema shows and live events, including sports events, arts performances allowing audiences to interact with the performers, and dance parties,” in VR theaters. As he observes, such content as education and travel already is already well entrenched in immersive theaters in museums, amusement parks, and other venues.

He underlines the need to train producers in “a new cinematic language” afforded by VR. Lantz expects companies such as his will play a leading role in “aggregating quality content” for VR theaters. He’s bullish on major expansion in VR theaters in the near future, projecting the launch of “150-300 VR theaters in the next 5 years, primarily using pop-up technology.”

He says “VR content will need to be produced at a higher resolution for VR theaters-  at 8K equirectangular frames or greater. While “head-mounted displays are demanding very high frame rates, frame rates aren’t an issue in immersive theaters because head tracking isn’t required.” He calls attention to the more “pronounced vertigo effects” caused by headsets for VR films, and admonishes producers of such VR films to “respect their audiences’ nervous system.” In particular, he advises them to take special care with “film cuts and POV movements” they employ.

Lantz believes “exhibition opportunities for VR will be huge,” and out-of-home VR in general will figure prominently in “exposing consumers to VR,” and complement home VR.

According to Rob Lister, Chief Development Officer for the IMAX Corporation, the company’s “location-based VR initiative will involve multiplexes as well other types of venues, such as retail destinations. For movie content, we envision offering highly interactive experiences with narratives, as opposed to shorter trailers or marketing pieces.  We are still working out the pricing dynamics for these experiences, but we estimate the pilot will utilize approximately 5-10 minutes of content and a $7-10 price point.” IMAX’s first VR center is due to be first introduced.

Lister reports IMAX “is looking into several types of high-quality VR content, from experiences that are complementary to blockbusters concurrently playing at IMAX theatres to stand-alone immersive video content and gaming. Just to give you an example of the first idea, picture seeing the next Star Wars movie in IMAX and afterwards flying the Millennium Falcon in VR.”

VR movie theaters offer ideal opportunities for consumers to sample VR experiences without paying for high-cost consumer head-mounted displays. As Lister notes, “IMAX’s location-based strategy will allow audiences around the world to experience the highest quality VR experiences for the first time at a much lower price.”

More immersive and panoramic headsets will become increasingly key to VR theaters. In this regard, IMAX is utilizing a VR headset that “provides an IMAX-like 210-degree full peripheral field of view- nearly double that of any other VR headset available.”

Clearly, VR theaters will not truly resemble traditional movie theaters. As Lister points out, “IMAX’s technical and design teams are in the process of creating spaces that are specifically for VR,” which won’t have typical movie theater features, “such as stadium seating.”

Although “building a library of content always takes some time, once VR content creators have a clearer path to monetization, they’ll be more inclined to ramp up their efforts,” points out Lister.

Efforts are underway to help accelerate the creation of higher quality VR films. For example, through a partnership with Google, IMAX is developing a cinema-grade VR camera to help content developers, including our key filmmaking partners, to create higher-quality VR content,” says Lister.

Distribution has emerged as a major challenge for VR cinema, as Jim Stewartson, CEO of Awesome Rocketship, notes. His company has developed a distribution platform called the VenueVR Gateway. The platform, which will utilize head-mounted displays from various manufacturers, is due to be rolled out more widely later this year.

Stewartson doesn’t anticipate the emergence of VR-only theaters in the forseeable future- rather he anticipates that “portions of movie theaters may be converted to VR further down the line.”

Stewartson believes his company’s platform will help “expose more people to quality VR, and increase the oxygen in the entire VR ecosystem,” extending to mobile VR and in-home VR.

Awesome Rocketship’s platform has also been aimed at promoting more social experiences in VR- the platform enables 8 people to have an experience together in a virtual reality world,” says Stewartson.  For example, “they could visit together a Star Wars VR world,” he explains.

Tagged with: , , ,

IMAX investiert 50 Millionen US-Dollar in VR Content

Wie IMAX bekannt gibt, wird das Unternehmen 50 Millionen US-Dollar in die Erstellung von Premium Content investieren, der in den VR Centern des Unternehmens gezeigt werden soll.

IMAX investiert 50 Millionen US-Dollar

The Walking Dead VR || Quelle: starvr.com

The Walking Dead VR || Quelle: starvr.com

Bis zum Ende dieses Jahres sollte IMAX insgesamt sechs verschiedene VR Center betreiben. Die ersten Center befinden sich in Los Angeles und Manchester. IMAX hat das Ziel, hochwertigen Content zu zeigen, der in den eigenen vier Wänden so nicht konsumierbar wäre. Ein Teil dieser Strategie ist die Verwendung des StarVR Headsets von Starbreeze. Dieses Headset benötigt nicht nur speziellen Content, sondern auch einen Computer mit beeindruckender Rechenleistung. Der Rechner muss immerhin ein Headset mit einer Auflösung von 5120 x 1440 Pixel befeuern. Das Field of View des Headsets ist ebenso beeindruckend und weicht deutlich von den aktuellen Möglichkeiten der HTC Vive und Oculus Rift ab. Das Headset bietet ein Field of View von 210 Grad und bewegt sich nicht um die 100 Grad wie die aktuellen Headsets der Konkurrenz.

Da das großartige StarVR Headset aber nur glänzen kann, wenn der Content speziell abgestimmt und optimiert ist, versucht IMAX nun diese Lücke zu schließen und hat diverse Investoren gefunden und stellt nun 50 Millionen US-Dollar für neuen Content zur Verfügung. Zu den Investoren  gehören Acer, CAA, China Media Capital, Enlight Media, The Raine Group, Studio City und WPP. Ziel von IMAX ist es, mit diesem Geld innerhalb der nächsten drei Jahre 25 neue Virtual Reality Erfahrungen zu schaffen.

Wie Road to VR berichtet, wird IMAX sich nicht ausschließlich auf die eigenen Hallen beschränken und möchte wohl auch Content schaffen, der für alle Headsets verfügbar gemacht werden kann. Dennoch möchte das Unternehmen in den eigenen Hallen aber Erfahrungen zeigen, die den Erfahrungen für normale Konsumenten ein paar Jahre voraus sind.

Der Beitrag IMAX investiert 50 Millionen US-Dollar in VR Content zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!