The Virtual Arena: Immersive Theater Breaks New Ground

The Virtual Arena

The application of immersive technology into the attractions and amusement landscape is covered by industry specialist Kevin Williams. In his latest Virtual Arena column – we visit the test project for a new kind of Immersive Theater – employing the latest technology, including Magic Leap AR headsets, making its debut in live performance.

Lost Origin
Image credit: Seamus Ryan

The diversity of location-based experiences is constantly growing, we have already covered in this column some of the related immersive presentations in the arts. And recently the team behind a new project invited the media to be the first to be immersed in a new audience experience. Called Lost Origin Experience – the endeavour has been self-styled as a boundary-breaking piece, combing performance, mixed reality to offer an “Immersive Theatre”. A fusing of technologies, including a partnership with Magic Leap to deploy their headsets as part of the performance. Allowing the audience to interact with both the physical and digital worlds.

The experience was developed by studio Factory 42, presented in partnership with the Almeida Theater and Sky. The work is a UK government-funded research and development project, part of the Innovate UK to push boundaries in immersive experiences (the Industrial Strategy Challenge Fund’s Audience of the Future initiative). Along with the whole unique aspect of this immersive theatre, is the careful attention to detail cemented using the full gambit of mixed reality (MR) applications. This is stated as being the first-ever large-scale visitor experience deployed with Magic Leap headsets. The whole project is a limited-time test run of the concept, being operational only for a one-month window, in London.

Having booked a slot, the theatre experience sees the guest recruited as a member of the organization called “Wing 7”, planning to carry out an investigation, codenamed “Operation Origin” – directed to arrive at the field base at Hoxton Docks, in London. The experience starts before arriving at the secret venue, as guests receive a mysterious video emailed to them before they arrive setting the scene, from the operations director. Upon arrival at the field base, the guest is taken into a briefing and introduced to the team and key players. Actors set the scene of a story of dark-web auctions, and secret activities unfold, and then it’s time to enter the adjoining premises and start the search for clues, and more!

Operation Origin
Image credit: Seamus Ryan

Without going into too much detail and revealing the compelling storyline and experience, we can reveal that the adventure takes the group through several rooms’ settings, though the experience is fundamentally broken into four key acts but is much more nuanced. The first offers an immersive puzzle section, then we move into an area of wonder and mystery, then a chance to wear the Magic Leap AR headsets and interact with the environment. And then finally the denouement, where the group get to decide the outcome.

As stated, Lost Origin Experience has played with all the toys in the toybox of immersive experiences. Essentially, we have at the front the use of LARP’ing. Live-action role-playing (LARP) has grown in popularity since the early murder mystery experiences, and more recently with the Secret Cinema kind of events. As we reported in our coverage of ‘The War of the Worlds’ VR experience, the use of theatrical production to drive the audience immersion and steer them through the narrative has grown in popularity combined with immersive entertainment. The Lost Origin offers a great cast, who worked hard to drive the experience for all the guests.

Lost Origin
Image credit: Seamus Ryan

Regarding the other elements, the surprising use of projection-mapping was cleverly and subtly achieved, with guests solving the puzzles and then being transported into a dream-like state. Alongside the projection mapping, the use of motion tracking allows the small audience to drive the story interacting with the narrative being revealed. The cast was ably supported by the live performances, masterfully steering the guests.

But it was the use of AR in this first of its kind immersive theatre performance that was the main area of interest. The developers had elected to use the Magic Leap One Creator Edition headsets for the performance. The group of guests on the third act of the experience are helped to put on the systems, and then navigate around a unique location, and given glimpses of spirits and even transported back in time. The Magic Leap systems were able to offer a competent AR representation, though they were limited by their performance, and it was not a seamless experience. But the developers of the AR app had managed to squeeze as much as they could out of the hardware, and it did work with the narrative presented.

Magic Leap
Image credit: Seamus Ryan

For Magic Leap, the company has pivoted from consumer-facing towards wholly commercial (enterprise) development. Having even announced their plans for a Magic Leap Two, a new interpretation of their headset, with redesigned elements, for some time in 2022. The company has had their original hardware deployed in other pop-up attractions, most notably the deployment in AT&T flagship stores in America, running an experience based on HBO’s ‘Game of Thrones’ universe. Following troubling financial conditions for Magic Leap, and the exodus of senior management, a new CEO has repositioned the company, and secured new investment, to hopefully allow them to grow once again. The team behind Lost Origin worked with Magic Leap as far back as 2018, at the time as one of the only systems able to acquire for the research project.

Regarding the use of AR in such “Immersive Theater” and “Artainment” – several developers have attempted to harness this technology to that end. The most ambitious of these and one of the first mainstream applications was in ‘The Unreal Garden’, which launched as part of the ill-fated Onedome facility in 2018. Employing Microsoft HoloLens AR hardware. The experience proved so compelling that it has been re-launched now as a standalone experience. ‘The Unreal Garden 2.0’ has opened in San Francisco, continuing to expand the use of physical elements and digital illusion – with updated hardware (using the HoloLens 2) and new content.

Returning to London, and Lost Origin Experience – in conclusion, this was a great example of the development in immersive performance, and the strength in bringing strangers together to experience a narrative. A mixture of immersive escape room, with mixed reality experience and live-action performance – the whole thing lasted over 60-minutes and did not drag, seamlessly orchestrated. The experience will only be open for a short period, from 21st November till the 4th December, and will cost £30.00 (and £18.00 for 14–16-year-olds) all bookings online.

This latest example of Immersive Theater offered a glimpse of how tech can play its part in the grand illusion, and we look forward to seeing this kind of application evolve and grow.      

Winners Announced For The UK Research And Innovation Immersive Content Competition

The National Film and Television School (NFTS) and Royal Holloway, University of London, have won a bid to run a new National Centre for Immersive Storytelling following a competition run by UK Research and Innovation. The new £10 million (GBP) centre funded by the government’s Industrial Strategy will develop cutting-edge creative training and research programmers for immersive storytelling to ensure the UK’s creative workforce is the most skilled in the world to use virtual virtual (VR), augmented reality (AR) and mixed reality (MR) technologies.

The new centre, which will be known as the StoryFutures Academy, will support and co-fund dozens of immersive productions with a focus on storytelling alongside providing experimental labs, workshops, placements and courses. A key element of the £33 million Audience of the Future programmer, part of the government’s Industrial Strategy Challenge Fund, the programme aims to pioneer immersive experiences across the industry to raise the UK’s workforce talent level to better compete with the world.

“The UK has an opportunity to lead the world in adopting immersive technology to find new audiences and create ground-breaking content. But to do this we need to develop our creative talent to make the best of this new medium. StoryFutures Academy is a partnership that brings together exceptional researchers, a world-class film school and partners across the industry who will not only support the centre but gain the benefit of its graduates.” Said Andrew Chitty, Audience of the Future Challenge Director, when announcing the winning bidders during a speech at the Raindance Film Festival.

Initially, training will take the form of placements, including boot camp intensive training for established screen industry practitioners, experimental labs, work experience placements and shadowing opportunities. The NFTS and Royal Holloway will then offer five-six short courses available at a range of locations in the UK after a year of learning from experimental labs. The end result will see both institutions launch Masters provision in a range of immersive specialisms. The StoryFutures Academy will also offer paid placements for experts in a range of fields in traditional screen sectors to work with immersive companies and expand their knowledge base.

“From Harry Potter to Downton Abbey, Damien Hirst to Grand Theft Auto, the UK has the most incredible storytellers bringing their art to life for the entire world to enjoy. Immersive technology, such as virtual reality, can transform our traditional creative industries into something even more awe-inspiring for audiences, giving them the feeling of really being there.” Said Science and Innovation Minister, Sam Gyimah: “The new Centre for Immersive Storytelling takes us a step closer to reaching our ambition within the Creative Industries Sector Deal to boost the UK’s place as a world leader in this kind of content by 2025.”

More information on the project and the StoryFutures Academy, including opportunities to get involved, can be found on the UK Research and Innovation website. VRFocus will be sure to bring you all latest on future developments so stay tuned for more.

Now Over 1000 Dedicated Immersive Technology Companies In UK, Says New Report

As we’ve noted before, reports on the direction of the immersive technology sector are not all that uncommon. A combination of factors including there being numerous marketing agencies, a generous number of market locations and a variety of definitions. However, these are primarily directed towards the future and the declare how current trends and past figures show how that future is evolving. Forecasts are forecasts, though and always need to be considered such.

Virtual Umbrella - VRUK imageIt is therefore somewhat rarer to find reports have been commissioned that somewhat focus on the here and now and rarer still for them specifically to focus on a specific country other than the U.S. But, hot on the heels of last week’s story about the developments in the UK virtual reality (VR) job market and how in the last 24 month over 10,000 roles have been posted that relate to either VR or augmented reality (AR). A new report commissioned from innovation foundation Nesta by special interest group Immerse UK and funded by Innovate UK has found there’s now over 1000 specialist immersive technology firms now across the UK.

“The UK is home to world-leading tech sector and creative industries and in recent years we have seen them come together to develop innovative technology of tomorrow, but we cannot be complacent.” Explains Digital and the Creative Industries Minister Margot James. “This is why we are investing £33 million in immersive technology products, services and experiences as part of the Creative Industries Sector Deal as we build a Britain fit for the future.”

Key findings from the report include:

  • There are around 1,000 immersive specialist companies in the UK employing 4,500 people and generating some £660 million (GBP) in sales, potentially representing as much as 9% of the global market share.
  • Based on what is currently being shown, if the UK market keeps pace with global growth forecasts, this turnover could reach £1 Billion (GBP) by the end of this year.
  • 70% of the specialist companies surveyed are exporting immersive-related products and services with a particular focus on US markets.
  • Immersive specialist companies have established roots in the creative industries, but many of them are applying their innovative technologies to other sectors. Including education and training, architecture, advanced manufacturing and energy.
  • As you would expect London is particularly strong in terms of activity related to the immersive sector, but the report notes growing tech clusters in Brighton (home to the likes of Virtual Umbrella and Make[REAL]), Bristol, Newcastle (home of the CCP Games studio responsible for EVE: Valkyrie and now owned by Sheffield’s Sumo Digital) , Liverpool and Northern Ireland capital Belfast is also named as a growing area. Companies such as REWIND (based in St Albans) and Oxford Medical Simulation are also namechecked.

You can find out more about the report here.

“This report quantifies and describes a fast-growing, confident and export intensive industry that is already adding economy value to the UK. Its findings provide the insights and intelligence needed to better support the complex needs of this emerging business community. It reveals the richness of its activity and the extent of its economic significance.” Says Immerse UK’s Fiona Kilkelly. “The ingredients are there to establish the UK as a world-leader, and we will work to ensure that the support and investment is in place to maximise their potential.”

Dr Ian Campbell, Interim Executive Chair of Innovate UK added that, This is an exciting time for immersive companies and they are rapidly developing into a significant sector for the UK. The report finds that public funding from Innovate UK and others is a crucial source of finance for immersive companies. This is why the Industrial Strategy Challenge Fund is so important as a source of R&D funding to help the sustained growth of these companies.”

Being a UK-based company ourselves (VRFocus Ltd.), this is excellent news and VRFocus will bring you more news on how the industry at large is developing not just in the UK but around the world very soon.

 

Now Over 1000 Dedicated Immersive Technology Companies In UK, Says New Report

As we’ve noted before, reports on the direction of the immersive technology sector are not all that uncommon. A combination of factors including there being numerous marketing agencies, a generous number of market locations and a variety of definitions. However, these are primarily directed towards the future and the declare how current trends and past figures show how that future is evolving. Forecasts are forecasts, though and always need to be considered such.

Virtual Umbrella - VRUK imageIt is therefore somewhat rarer to find reports have been commissioned that somewhat focus on the here and now and rarer still for them specifically to focus on a specific country other than the U.S. But, hot on the heels of last week’s story about the developments in the UK virtual reality (VR) job market and how in the last 24 month over 10,000 roles have been posted that relate to either VR or augmented reality (AR). A new report commissioned from innovation foundation Nesta by special interest group Immerse UK and funded by Innovate UK has found there’s now over 1000 specialist immersive technology firms now across the UK.

“The UK is home to world-leading tech sector and creative industries and in recent years we have seen them come together to develop innovative technology of tomorrow, but we cannot be complacent.” Explains Digital and the Creative Industries Minister Margot James. “This is why we are investing £33 million in immersive technology products, services and experiences as part of the Creative Industries Sector Deal as we build a Britain fit for the future.”

Key findings from the report include:

  • There are around 1,000 immersive specialist companies in the UK employing 4,500 people and generating some £660 million (GBP) in sales, potentially representing as much as 9% of the global market share.
  • Based on what is currently being shown, if the UK market keeps pace with global growth forecasts, this turnover could reach £1 Billion (GBP) by the end of this year.
  • 70% of the specialist companies surveyed are exporting immersive-related products and services with a particular focus on US markets.
  • Immersive specialist companies have established roots in the creative industries, but many of them are applying their innovative technologies to other sectors. Including education and training, architecture, advanced manufacturing and energy.
  • As you would expect London is particularly strong in terms of activity related to the immersive sector, but the report notes growing tech clusters in Brighton (home to the likes of Virtual Umbrella and Make[REAL]), Bristol, Newcastle (home of the CCP Games studio responsible for EVE: Valkyrie and now owned by Sheffield’s Sumo Digital) , Liverpool and Northern Ireland capital Belfast is also named as a growing area. Companies such as REWIND (based in St Albans) and Oxford Medical Simulation are also namechecked.

You can find out more about the report here.

“This report quantifies and describes a fast-growing, confident and export intensive industry that is already adding economy value to the UK. Its findings provide the insights and intelligence needed to better support the complex needs of this emerging business community. It reveals the richness of its activity and the extent of its economic significance.” Says Immerse UK’s Fiona Kilkelly. “The ingredients are there to establish the UK as a world-leader, and we will work to ensure that the support and investment is in place to maximise their potential.”

Dr Ian Campbell, Interim Executive Chair of Innovate UK added that, This is an exciting time for immersive companies and they are rapidly developing into a significant sector for the UK. The report finds that public funding from Innovate UK and others is a crucial source of finance for immersive companies. This is why the Industrial Strategy Challenge Fund is so important as a source of R&D funding to help the sustained growth of these companies.”

Being a UK-based company ourselves (VRFocus Ltd.), this is excellent news and VRFocus will bring you more news on how the industry at large is developing not just in the UK but around the world very soon.

 

AR Experiences May Soon Come to UK Trains

The British public are very experienced at complaining about the rail service, decrying delays and dilapidated carriages. However, that will be set to change thanks to an injection of funding that may see rail journeys transformed.

The Department of Transport and Innovate UK are offering £3.6, in funding for innovative rail projects, such as adaptable carriages that make travel easier for disabled passengers, or augmented reality (AR) experiences.

The aim is to improve the experience for rail passengers in the UK. The projects include a design for trains that allows for an increased number of seats at peak hours, carriages that can quickly switch from passengers to goods trains and beacons that can assist visually impaired people when navigating through stations and to their seats.

Other ideas included an AR application which utilises Google Cardboard or a smartphone to highlight landmarks to passengers as they pass close to them, pointing out such historical areas as the locations of Viking villages near York, or more fanciful creations such as a stampede of zebras wearing Newcastle United shirts near Newcastle.

“The railway is carrying more and more passengers, and they rightly demand improvements to their journeys,” said Ian Meikle, director of infrastructure systems at Innovate UK. “What we are announcing today are tangible innovations, which each in their own way will make train travel better.”

Rail minister Jo Johnson said: “While we have introduced real-time platform information, taken big strides on safety and improved how we manage our railways to accommodate more services on existing tracks, the pace of change can sometimes be slower than we would like to see,” he said. “The funding is part of a wider programme of activities to speed up the delivery of new ideas and high-value innovations, which can have a big impact on passengers’ journeys.”

Train Passenger / Travel

For further news on new and innovative VR and AR applications, keep an eye on VRFocus.