VR Ninja Dojo Will get Debut at IAAPA Expo

Five for Co Ltd have announced that its upcoming virtual reality (VR) location-based experience VR Ninja Dojo will get its worldwide debut at the IAAPA Attractions Expo in Orlando, Florida in early November. To coincide with this announcement, the company has also launched the first promotional trailer for the experience.

VR Ninja Dojo is planned to open in Kanda, Tokyo in February, 2019, where it will provide visitors to Japan with what the company describes as an ‘unforgettable ninja adventure’.

The VR experience combines exercise, martial arts training, performances by trained experts and a final ‘test’ of the skills of the participants designed to add up to an immersive ninjas experience for visitors.

Players will dress in ninja costumes and take part in ‘ninja training’ in VR, learning things such as swordplay, how to throw shuriken (throwing stars), martial arts techniques and the illusive practise of stealth and ninjutsu.

Visitors will then be faces with a final test to earn their ‘ninja status’, donning a VR headset to enter a virtual world and put their skills to use facing a horde of enemies who can be dispatched as part of a ‘ninja battle experience’.

Friends and family can also enjoy the action by watching on outside monitors. Those not wearing VR headsets will also be able to enjoy the performances by high-level players and the ‘ninja master’ staff.

The building where the VR Ninja Dojo will be located is planned to be decorated with suitable Japanese cultural theming, and professional martial artists and performers will act as instructors. The monsters that players will face in the VR world have been designed based on monsters from Japanese mythology to further tie into the theme.

VR Ninja Dojo will debut at IAAPA Expo in Orlando Florida on 13th November, 2018, with its launch at the Kanda, Tokyo location expected for 10th February, 2019. Further information can be found on the official VR Ninja Dojo website.

For future coverage of location-based VR experiences, keep checking back with VRFocus.

The Virtual Arena: The Attraction Industry’s VR Future! (Part 2)

Continuing the coverage of the Digital Out-of-Home Entertainment (DOE) applications of Virtual Reality, in his second part of Kevin Williams, charts developments that were seen at the leading International Amusement and Attraction convention in Orlando.

In this next part of our coverage from the show floor of the largest trade event dedicated to the theme park, attraction and amusement industry:

VR Standalone Enclosures

As previously covered in our first report from the record breaking International Association of Amusement Parks and Attractions Expo (IAE); and we follow on from the developers of facility based free-roaming VR backpack, multi-player experiences, we have seen new developments in this business approach.

Many exhibitors at IAE saw the appearance of Standalone VR Enclosures, that can offer the VR backpack experience with in a compact foot-print. These pop-up modular designs have gained momentum and made a big splash onto the scene. Leading the charge was media attraction developer TRIOTECH who in a far-reaching agreement partnered with game publishing powerhouse Ubisoft towards releasing their Virtual Maze. Developed with Asterion VR, this modular maze VR experience was launched to the IAE audience running Virtual Rabbids: The Big Maze. But this was revealed to only be the start, with TRIOTECH and Ubisoft taking to the stage to announce their partnership, and following the Rabbids title, will in 2018 also launch a game based on the successful Assassin’s Creed franchise.

Ernest Yale, President and CEO of Triotech and Deborah Papiernik, senior vice president of new business for Ubisoft
The TRIOTECH Virtual Maze in action

Major partnerships to drive adoption of new VR attractions is a common component of the growth of the Out-of-Home entertainment industries approach. Regarding development of Standalone VR Enclosures’, another prominent developer at the show was A.i. Solve, who presented their WePlayVR – a popular VR backpack enclosure system, having players’ either navigating a virtual temple, or alien invasion. In partnership with leading amusement manufacturer and distributor BANDAI NAMCO Amusement, the companies have already installed the system in over thirteen locations, with many more sales chalked up during the show.

The WePlayVR experience

VR Standalone Platforms

Beyond the dedicated enclosures, several exhibitors promoted standalone (pop-up) VR platforms, created to be placed in a wide variety of venues ranging from shopping malls, cinema foyers, and family entertainment centres (FEC). These standalone approaches came in multiple varieties – leading lasertag and escape room specialist, Creative Works has partnered with the developers of the HoloGate VR platform; a four-player VR platform for FEC operators to deploy. The tethered VR experience using the HTC Vive head-mounted display, and offering a competitive multi-player experience that proved popular with many of Creative Works clients.

The HoloGate VR system in full flow

Another company offering a plug-and-play solution for operators that want to deploy a unique VR experience was motion cinema seat developer MediaMotion. The company promoting their ReactiVR product range that includes the ‘Motion VR’ platform, a two-seat MediaMotion MX4D motion-seat, linked to HTC Vive headset and controllers. The company demonstrating available game content working directly with Skydance Interactive (Archangel) and The Rogue Initiative (Steel Cobras) to integrate their games with this immersive seat configuration.

The Motion VR experience

The ability to drop a turn-key VR solution was demonstrated from VRX Networks. The company has presented their VRX Zone – the platform partnering with Hollywood movie studios to produce VR interactive blockbuster movie experiences, leveraging the power of the big marketing budgets. VRX Networks looking to have installed at over 50 installations by the end of the year. Running on their Oculus VR headsets games promoting The Emoji Movie, Jigsaw and Jumanji motion pictures.

Various examples of turn-key VR standalone solutions were also seen from SMAAASH, an Indian based developer of FEC facilities and attractions for their market. The company promoted their Finger Coaster VR virtual rollercoaster and Vertigo, their walk-the-plank experienced. Another standalone approach was from CXC Simulations – the company famous for their competitive network racing simulator race rooms, have turned to VR applications with their over 20 facilities running VR race rooms, employing the HTC headset.

The Chinese developers have lead the charge in the out-of-home adoption of VR entertainment systems, and the leading developers came on mass to IAE to offer interested operators a range of platforms. Manufacturer NINED presented their range of products including the Baby Bear virtual viewers for younger guests, all the way up to the KAT Walk platform. The unique omni-direction VR system, offer competitive experiences.

The KAT Walk network experience

The other Chinese developers included Movie Power, with their Skiing VR piece and their more traditional egg-shaped 9D VR ride experiences. While developer Skyfun Animation showed their own selection of VR systems such as the motorcycle system Crazy Motorbike VR – these systems using the Deepoon BPVR E3 headset. One Chinese developer, LEKE VR, came to the Orlando show with their stylish racing car experience called the VR Racer. It was revealed that the company has signed an exclusive partnership with new UK operation Immotion Group – and following a fundraising of some £1.3m, the new operation plans to distribute VR Arcade pieces into the West.

VR Amusement Platforms

The ability to offer a VR experience in a package that operates similarly to a conventional video amusement piece has not been lost on developers of the latest platforms. Amusement machine manufacturers embracing the new technology to develop amusement quality VR standalone platforms, and the leading examples made the trip to IAE.

No stranger too VR amusement pieces, UNIS had already partnered last year with VIRTIX to launch their Omni Arena – network gaming experience that is now supported by the brand new Omniverse – a proprietary content delivery and arcade management platform for use by commercial Omni operators around the world. The UNIS booth at IAE saw two new VR systems, with the launch in the West of the game D-Day 2077 – a alien invasion VR experience with the player wielding a Gatling gun. The other game was Tiger Knight an ancient Chinese knight horse riding game. These games dependant on the use of the HTC Vive headset.

The UNIS based D-Day 2077

Amusement manufacturer LAI Games released Virtual Rabbids, the latest developer to partner with Ubisoft to utilize the lovable Rabbids brand. With their new VR amusement piece, the company has developed a two-rider motion simulator with three selectable VR experiences, LAI Games promoting the systems as the first attendant-free VR ride experience that is operated and serviced like any other coin-op amusement game.

Virtual Rabbids

VR Special Attractions

With a crowded show floor with the latest trends for the theme park and attraction sector – VR was defiantly a ubiquitous technology with many examples popping up across the event, not a niche but a definite trend in the market.

Of the less than usual applications seen at the show, and D3D Cinema, a company working with science museums and planetariums, has partnered with SOMNIACS to launch their Birdly VR physical flight simulator – the company revealing that they have placed the system in several museums, and are now looking to the amusement sector.

The big surprise in deploying VR into DOE saw the waterpark industry apply VR into their future business. The developer Ballast presented the on the Wiegand Sports booth what they called the world’s first aquatic VR headset – in partnership with the water slide developer, they are launching their VR Slide a system that marries a specially created VR experience.

The prototype Ballast waterproof headset

But Ballast was not the only developer of a waterproof VR headset for application in water parks. Turkish based Polin Waterparks, through their new interactive entertainment division Polin Games has partnered with VR specialist Polymorph to create their SplashVR – running a demonstration on their booth, with guests sitting in a rubber ring and using Samsung Gear VR’s, the actual attraction will use the specially developed waterproof headset of their design – riders viewing a unique game experience while traversing down the water ride.

The production version of the SplashVR waterproof headset

 

A demonstration of the SplashVR system

VR was everywhere at the IAE theme park show, even seeing it applied in a Mixed Reality experience. Created by N-Flatables, an inflatable race track accommodating RC car, specially configured with their own camera, what transmits the images to players wearing headsets and controlling the vehicles (called Live-Drive RC). This unique game experience is developed as a perfect private hire style attraction used for parties, and temporary installations.

The Live-Drive RC announcement

With the end of IAE for another year, it was clear that VR was fully imbedded in the thinking of the DOE scene. While the consumer videogame scene is still finding it hard to establish true mainstream momentum for the technology – some observers claiming that the latest consumer adoption of VR has stalled – for the attraction and amusement industry there has been an incredibly large investment towards deploying immersive technology into the mainstream business.

As an observer of the immersive technology scene, for me 2018 will be the proof of the pudding for this latest attempt to adopt VR into the attraction scene. We will now be in a position in the coming months where we will see a slew of new VR based attractions and operations opening across the globe. It will be this point where we see if VR can pay it way, and that this latest attempt to adopt the tech will be more than a novelty, and a bankable business – we will endeavour to cover the main developments in this sector in VRFocus.
Kevin Williams will return with The Virtual Arena in the New Year.

The Virtual Arena: The Attraction Industry’s VR Future! (Part 2)

Continuing the coverage of the Digital Out-of-Home Entertainment (DOE) applications of Virtual Reality, in his second part of Kevin Williams, charts developments that were seen at the leading International Amusement and Attraction convention in Orlando.

In this next part of our coverage from the show floor of the largest trade event dedicated to the theme park, attraction and amusement industry:

VR Standalone Enclosures

As previously covered in our first report from the record breaking International Association of Amusement Parks and Attractions Expo (IAE); and we follow on from the developers of facility based free-roaming VR backpack, multi-player experiences, we have seen new developments in this business approach.

Many exhibitors at IAE saw the appearance of Standalone VR Enclosures, that can offer the VR backpack experience with in a compact foot-print. These pop-up modular designs have gained momentum and made a big splash onto the scene. Leading the charge was media attraction developer TRIOTECH who in a far-reaching agreement partnered with game publishing powerhouse Ubisoft towards releasing their Virtual Maze. Developed with Asterion VR, this modular maze VR experience was launched to the IAE audience running Virtual Rabbids: The Big Maze. But this was revealed to only be the start, with TRIOTECH and Ubisoft taking to the stage to announce their partnership, and following the Rabbids title, will in 2018 also launch a game based on the successful Assassin’s Creed franchise.

Ernest Yale, President and CEO of Triotech and Deborah Papiernik, senior vice president of new business for Ubisoft
The TRIOTECH Virtual Maze in action

Major partnerships to drive adoption of new VR attractions is a common component of the growth of the Out-of-Home entertainment industries approach. Regarding development of Standalone VR Enclosures’, another prominent developer at the show was A.i. Solve, who presented their WePlayVR – a popular VR backpack enclosure system, having players’ either navigating a virtual temple, or alien invasion. In partnership with leading amusement manufacturer and distributor BANDAI NAMCO Amusement, the companies have already installed the system in over thirteen locations, with many more sales chalked up during the show.

The WePlayVR experience

VR Standalone Platforms

Beyond the dedicated enclosures, several exhibitors promoted standalone (pop-up) VR platforms, created to be placed in a wide variety of venues ranging from shopping malls, cinema foyers, and family entertainment centres (FEC). These standalone approaches came in multiple varieties – leading lasertag and escape room specialist, Creative Works has partnered with the developers of the HoloGate VR platform; a four-player VR platform for FEC operators to deploy. The tethered VR experience using the HTC Vive head-mounted display, and offering a competitive multi-player experience that proved popular with many of Creative Works clients.

The HoloGate VR system in full flow

Another company offering a plug-and-play solution for operators that want to deploy a unique VR experience was motion cinema seat developer MediaMotion. The company promoting their ReactiVR product range that includes the ‘Motion VR’ platform, a two-seat MediaMotion MX4D motion-seat, linked to HTC Vive headset and controllers. The company demonstrating available game content working directly with Skydance Interactive (Archangel) and The Rogue Initiative (Steel Cobras) to integrate their games with this immersive seat configuration.

The Motion VR experience

The ability to drop a turn-key VR solution was demonstrated from VRX Networks. The company has presented their VRX Zone – the platform partnering with Hollywood movie studios to produce VR interactive blockbuster movie experiences, leveraging the power of the big marketing budgets. VRX Networks looking to have installed at over 50 installations by the end of the year. Running on their Oculus VR headsets games promoting The Emoji Movie, Jigsaw and Jumanji motion pictures.

Various examples of turn-key VR standalone solutions were also seen from SMAAASH, an Indian based developer of FEC facilities and attractions for their market. The company promoted their Finger Coaster VR virtual rollercoaster and Vertigo, their walk-the-plank experienced. Another standalone approach was from CXC Simulations – the company famous for their competitive network racing simulator race rooms, have turned to VR applications with their over 20 facilities running VR race rooms, employing the HTC headset.

The Chinese developers have lead the charge in the out-of-home adoption of VR entertainment systems, and the leading developers came on mass to IAE to offer interested operators a range of platforms. Manufacturer NINED presented their range of products including the Baby Bear virtual viewers for younger guests, all the way up to the KAT Walk platform. The unique omni-direction VR system, offer competitive experiences.

The KAT Walk network experience

The other Chinese developers included Movie Power, with their Skiing VR piece and their more traditional egg-shaped 9D VR ride experiences. While developer Skyfun Animation showed their own selection of VR systems such as the motorcycle system Crazy Motorbike VR – these systems using the Deepoon BPVR E3 headset. One Chinese developer, LEKE VR, came to the Orlando show with their stylish racing car experience called the VR Racer. It was revealed that the company has signed an exclusive partnership with new UK operation Immotion Group – and following a fundraising of some £1.3m, the new operation plans to distribute VR Arcade pieces into the West.

VR Amusement Platforms

The ability to offer a VR experience in a package that operates similarly to a conventional video amusement piece has not been lost on developers of the latest platforms. Amusement machine manufacturers embracing the new technology to develop amusement quality VR standalone platforms, and the leading examples made the trip to IAE.

No stranger too VR amusement pieces, UNIS had already partnered last year with VIRTIX to launch their Omni Arena – network gaming experience that is now supported by the brand new Omniverse – a proprietary content delivery and arcade management platform for use by commercial Omni operators around the world. The UNIS booth at IAE saw two new VR systems, with the launch in the West of the game D-Day 2077 – a alien invasion VR experience with the player wielding a Gatling gun. The other game was Tiger Knight an ancient Chinese knight horse riding game. These games dependant on the use of the HTC Vive headset.

The UNIS based D-Day 2077

Amusement manufacturer LAI Games released Virtual Rabbids, the latest developer to partner with Ubisoft to utilize the lovable Rabbids brand. With their new VR amusement piece, the company has developed a two-rider motion simulator with three selectable VR experiences, LAI Games promoting the systems as the first attendant-free VR ride experience that is operated and serviced like any other coin-op amusement game.

Virtual Rabbids

VR Special Attractions

With a crowded show floor with the latest trends for the theme park and attraction sector – VR was defiantly a ubiquitous technology with many examples popping up across the event, not a niche but a definite trend in the market.

Of the less than usual applications seen at the show, and D3D Cinema, a company working with science museums and planetariums, has partnered with SOMNIACS to launch their Birdly VR physical flight simulator – the company revealing that they have placed the system in several museums, and are now looking to the amusement sector.

The big surprise in deploying VR into DOE saw the waterpark industry apply VR into their future business. The developer Ballast presented the on the Wiegand Sports booth what they called the world’s first aquatic VR headset – in partnership with the water slide developer, they are launching their VR Slide a system that marries a specially created VR experience.

The prototype Ballast waterproof headset

But Ballast was not the only developer of a waterproof VR headset for application in water parks. Turkish based Polin Waterparks, through their new interactive entertainment division Polin Games has partnered with VR specialist Polymorph to create their SplashVR – running a demonstration on their booth, with guests sitting in a rubber ring and using Samsung Gear VR’s, the actual attraction will use the specially developed waterproof headset of their design – riders viewing a unique game experience while traversing down the water ride.

The production version of the SplashVR waterproof headset

 

A demonstration of the SplashVR system

VR was everywhere at the IAE theme park show, even seeing it applied in a Mixed Reality experience. Created by N-Flatables, an inflatable race track accommodating RC car, specially configured with their own camera, what transmits the images to players wearing headsets and controlling the vehicles (called Live-Drive RC). This unique game experience is developed as a perfect private hire style attraction used for parties, and temporary installations.

The Live-Drive RC announcement

With the end of IAE for another year, it was clear that VR was fully imbedded in the thinking of the DOE scene. While the consumer videogame scene is still finding it hard to establish true mainstream momentum for the technology – some observers claiming that the latest consumer adoption of VR has stalled – for the attraction and amusement industry there has been an incredibly large investment towards deploying immersive technology into the mainstream business.

As an observer of the immersive technology scene, for me 2018 will be the proof of the pudding for this latest attempt to adopt VR into the attraction scene. We will now be in a position in the coming months where we will see a slew of new VR based attractions and operations opening across the globe. It will be this point where we see if VR can pay it way, and that this latest attempt to adopt the tech will be more than a novelty, and a bankable business – we will endeavour to cover the main developments in this sector in VRFocus.
Kevin Williams will return with The Virtual Arena in the New Year.

The Virtual Arena: A Snapshot Of The Latest VR at IAAPA 2017

Deep in the trenches at the World’s largest theme park, visitor attraction and amusement extravaganza (called IAAPA), in the heartland of the theme resort industry (Orlando, FL), and VRFocus special columnist on the Digital Out-of-Home Entertainment (DOE) sector – Kevin Williams – gives us a brief snapshot of developments spied on the expo floor.

The vast IAAPA 2017 show floor breaks record on attendance and number of exhibitors.

MediaMation

Presented a brand new HTC Vive powered platform incorporated with their 4D motion chairs, in partnership with Viveport Arcade.

CJ4D

Demonstrated their new 4DX VR 360° incorporating the Samsung Gear VR into a unique fully rotational motion seat platform.

Birdly

The developed VR flying experience makes its first appearance at the theme park convention looking to attract interest from facility operators – running on the HTC Vive.

Lotte World

An amazing mixture of augmented reality (AR) and virtual reality (VR) demonstrated from the Korean based developer, representing a virtual coaster based on the movements of a real model traversing the track in real-time, powered by Samsung Gear VR’s and an amazing new motion platform.

Skyfun Animation

A number of the latest Chinese VR Park platforms start to make landfall in the West, Skyfun running a number of their VR platform for the show audience to try, running on the groundbreaking Deepoon DPVR E3 headset (seen for the first time in the States).

Hologate

VR Arcade one-stop solution for interested operators available from a number of providers on the show floor – Hologate, partnering with laser-tag and escape room specialists Creative Works to provide a solution for interested buyers.

VRStudios

The latest free-roaming (Arena-Scale) experiences presented with VRcade Arena running on the show floor – the company in partnership with NVIDIA and HP to bring this platform to the market.

Maxflight

Veteran developer of their unique 360° motion simulator has revealed a brand new concept of their platform now running twin Oculus Rift headsets to supply the virtual environment, married to the extreme motion platform.

And finally, forget VR – how about actual reality! Calinfer S.A working in partnership with UNIS, recreates Atari’s PONG, using a mechanical recreation of the legendary title that started the video game genre!

This brief snapshot, of just some of the new releases on display, is intended to wet the appetite for his full coverage of the trends and development for the VR community from the 2017 IAAPA Attractions Expo, in the coming days.

Ubisoft’s Rabbids Are Back In VR With Virtual Rabbids – The Big Ride

When it comes to French videogame publisher Ubisoft and virtual reality (VR) you could say they have been quietly quite the supporter of the technology. Certainly, one of the most engaged of the major videogame players.

It’s probably easiest to recall the company’s involvement with projects such as Star Trek: Bridge Crew – perhaps the studio’s best known and most successful VR work to date. Alternatively you may recall the reveal of Transference at this year’s Electronic Entertainment Expo (E3) and its work on that with SpectreVision. But it’s not just VR where they have been busy. Back in June at Unite Europe Ubisoft unveiled several mixed reality (MR) prototypes for Microsoft’s Hololens head mounted display (HMD). Likewise in more recent days Ubisoft has looked upwards at the stars once again with Space Junkies, a title VRFocus recently discussed with them.

Rabbids VR Ride
The original Rabbits VR Ride, sometimes called the longer form ‘Rabbids Virtual Reality Ride’ at Gamescom in 2015.

What many tend to forget however is the ongoing use of its Rabbids franchise, itself a spin-off of the Rayman franchise, as a means to create new VR experiences – particularly for the Digital Out-of-Home Entertainment (DOE) sector. This February saw the reveal of Virtual Rabbids: The Big Plan, a title for Google Daydream. There was the Rabbids VR Ride in 2015, which VRFocus braved at that year’s Gamescom and which Ubisoft and D-BOX Technologies turned into an amusement centre ride a year later.

Now the latest VR adventure with the demented rabbits is set to debut at the IAAPA (International Association of Amusement Parks & Attractions) Attractions Expo, taking place takes place from November 13th through to the 17th, 2017 at the Orange County Convention Center in Orlando, Florida.

Called Virtual Rabbids: The Big Ride, the experience by LAI Games (a subsidiary of Helix Leisure) is an attendant free VR amusement ride that can be treated like any other coin-op arcade videogame.

Once again utilising the D-Box motion platform previously used on its predecessor Rabbids VR Ride, dynamic wind simulation and high definition audio, Virtual Rabbids: The Big Ride (which features a similar logo to the aforementioned Big Plan) lets two people don HTC Vive headsets for a choice of three unique ride experiences – Alpine Adventure, Canyon Chaos, and Holiday Hyjinx. The ride has been designed so that the reactions of the players are visible to any audience. LAI Games describing it as “an unforgettable experience for guests and a winner with operators”.

Those attending the IAAPA event can find LAI Games throughout the event at Booth #1033. You can find a teaser for the experience below and a selection of technical pictures showing off the cabinet below. VRFocus will bring you more on the developments at IAPPA in a forthcoming feature courtesy from our ongoing series The Virtual Arena.  You can find out what was revealed last year in a two-parter on the 2016 expo here and here.





 

VRcade Arena To Be Showcased At IAAPA Attractions Expo

Though virtual reality (VR) is still growing in popularity, high-end VR experiences remain out of reach for many, due to considerations such as cost and space requirements. Location-based VR centres have started to grow in popularity as a way to fill the void, and one such solution, the VRcade Arena from VRstudios will be showcased at the International Association of Amusement Parks and Attractions (IAAPA) Expo.

VRcade Arena is designed to be a arena-scale, multiplayer, free-roaming VR system that has been based on VRstudios existing Attraction Management Platform. It has been created to over a turnkey solution that can be installed in locations without needing a specialised location to be built.

The VRcade Arena system will be demonstrated at IAAPA Expo using the recently announced Terminal 17 VR experience, a multiplayer action-adventure title which allows squads of up to eight players to roam around the arena and communicate with each other to solve puzzles and defend the base.

Attendees at IAAPA will be able to see how the VRcade Arena system works in practice, allowing managers of VR arcade facilities the ability to manage hardware, software, user profiles and content as well as keep an eye on user data and other analytics.

VRCade Terminal 17 key art

“VRstudios will be demonstrating the capabilities of the VRcade Arena to IAAPA attendees interested in offering a large-scale, high-volume attraction that will fascinate and entertain their guests utilizing technology specifically designed for Location-Based Entertainment,” said Kevin Vitale, VRstudios’ CEO. “The VRcade Arena and custom-tailored attractions, such as Terminal 17, provide an unprecedented, fully immersive VR experience that offers an exciting VR attraction to complement LBE businesses.”

The IAAPA Attractions Expo is due to take place from 13th-17th November, at the Orange County Convention Centre in Orlando, Florida. Further information can be found at the official website.

VRFocus will continue to report on new developments in location-based VR.

The Virtual Arena: The Theme Park Points The Way For VR Attractions (Part 2)

Continuing his regular column for VRFocus – leading exponent of the out-of-home entertainment sector, Kevin Williams, concludes this final part of his coverage of major VR developments revealed at the world’s largest theme park, attraction and amusement exhibition last month.

Returning to the hectic IAAPA 2016 trade show-floor, and leading 4D cinema and theater developer and installer, MediaMation, offered one of the more unusual VR demonstrations on the Florida show floor. The company showed a version of their REACTIVr motion EFX system – based on themed ATV, with a driver and co-pilot, wearing CV1’s, traversing a virtual game course in a highly competitive environment. The company also had their new MX4D POD that the uses a two-rider motion chair system with effects and Gear VR – used for promotional and marketing deployment. MediaMation has also turned their resources to create a unique eSports Theater platform that uses their MX4D motion chair, and can incorporate immersive displays.

An aspect of the theme park business is the advancements made in development evermore compelling attractions to draw guests to the vast entertainment resorts. The latest immersive technology is now being employed in the latest developments with ‘VR Ride Attractions’ already starting to open across the Globe. One of the earliest developed is European based VR Coaster; riding high on the installation at over 20 parks with their VR Coaster platform. The company having been awarded a patent for their system, based on special synchronisation on roller coaster ride cars synced to the riders Samsung Gear VR headsets, running compelling VR experiences.

Many theme parks announced during the IAAPA exhibition the signing of new orders to develop brand new roller coasters and ride attractions for their venues. SeaWorld Orlando holding a press conference during the show to reveal more details on their Kraken Virtual Reality (VR) Roller Coaster scheduled to open in Summer of 2017. The legendary Kraken coaster at the park to be transformed into a virtual reality roller coaster experience. Using specially developed headsets that will be incorporated into the coaster train to deliver a new one-of-a-kind VR adventure.

Other attraction manufacturers on the show floor revealed their investment into VR based attractions. Veteran attractions ride manufacturer and developer Zamperla, (celebrating their 50th Anniversary), operated on their vast booth a full-scale attraction employing VR. The WindstarZ VR, saw two of the 12-arms of the ride-attraction used to run two versions of their VR-System, currently in development. Either offering a Gear VR experience or an advanced PC based headset configuration (using the Oculus ‘Rift’ for the show). The concept a new approach to ride-attractions, and in some cases hoping to reboot aging flat-rides with interactive VR content.

Zamperla_WindstarZ_VR

[Image via: themepark-central.de]

The use of VR, beyond just amusement and attractions, was revealed on many booths, companies using Google Cardboard, Samsung Gear VR and even Microsoft Hololens as development and creation tools for theme park and attraction construction. Even the waterpark industry wanted to embrace VR opportunities; exhibitor Polin Waterparks, a Turkish water resort and ride developer celebrating its 40th anniversary, ran on their booth the VR Waterslide Simulator. Guests able to sit on a rubber ring and through a special motion platform and wearing a Gear VR, simulate various virtual waterslide ride configurations.

Some exhibitors at the show wanted to promote the opportunity to deploy new attractions using VR. Kraftwerk Living Technologies, the 3D, 4D and large format simulator theatre developer, presented on their booth one of their cinema 4D SFX Motion Bases, equipped with HTC VIVE headsets for three riders, who experienced a VR ride film from Mack Rides’ Coastiality mobile VR app library. At the same time, major attractions developer CAVU Designwerks announced the formation of DreamCraft Attractions, a new division that will be dedicated to create immersive attraction platforms, revealing their first project as being the DreamCraft VR. The company revealed concept sketches, intending to develop a brand new two-part VR headset designed, built for the needs of the theme park audience.

Dreamcraft-virtual-reality-motorbike-ride

The final big development revealed at IAAPA 2016 was the explosion in interest in what has been dubbed ‘VR Arena-Scale’ – the ability for backpack or wireless VR experiences. One of the leading providers was represented be their partner Simuline; VRcade showing their wireless head-mounted display system running a two-player large free-movement enclosure on the booth, offering games such as Time Zombie, and the new cowboy game Barking Irons. The company had recently announced the signing of a number of lucrative deals seeing installations across the Globe; and during the show they announced the signing of an installation of their VRcade platform at the Muckleshoot Casino chain.

The use of backpack VR experiences has gathered much interest from the attractions and amusement community, and one of the leading developers of this approach had some surprises at the Orlando show. Australian based Zero Latency, came to the show with an operational installation. A V-Play Reality using their hardware and software was operated at the new Main Event facility at Pointe Orlando, only a few doors down from the IAAPA exhibition center. Show attendees eagerly registered to receive a VIP chance to experience the operation of this backpack based VR system that the company refers to as “Warehouse-scale” free roaming VR facility. Part of a brand new Main Event facility.

Zero Latency was the talk of the show regarding the ability to come to the event with an operational attraction, and many excited parks investors were keen to try for themselves this up to six-player tracked gaming environment. Many leaving their experience mightily impressed by the opportunity that this technology represents, especially in how Zero Latency seems to have packaged the system in a means familiar to those used to operate laser tag sites. During the show the company also revealed other facility operators that had signed to install the system across their sites.

Other companies promoted their entrance into the free roaming VR entertainment experience sector; though not exhibiting, French developer Polymorph, revealed the development of their ModulMaze, in partnership with AsterionVR (a spinoff from UCO Lava University). Based on the concept demonstrated at the European theme park convention held in Spain during September. The system employing indoor positional tracking based on a very accurate dedicated system, able to support one to six players, (the first facility based on this system opened in Rennes, France last week). It is expected that other developers will be throwing their hat into this particular ring; along with the next stage of development from The VOID.

In promoting virtual reality application Augmented Reality also started to make inroads in to the Out-of-Home entertainment sector. Developed by Japanese company Meleap, they showed a demonstration of their “techno sports” platform called ‘HADO’. Using a specially configured head-mounted display for a see-through mobile phone device, the system offers the ability for virtual characters to be placed within special enclosures, and the player to interact with them using hand gestures. The system has also been developed for competitive action with players able to take part in a virtual game with AR represented balls and goals. The company one of the first of many AR (or Mixed Reality) systems that are expected to be launched in the sector.

As with our previous column, the issue of keeping VR systems safe in large throughput locations was on many attraction professional’s minds; the approach to using disposable masks (Ninja Mask) and sanitizer wipes with VR system, an aspect that may see official direction from the IAAPA trade association governing attraction safety.

The Out-of-Home entertainment application of VR (and AR) has started a second renaissance, and it can be expected that this sector will drive many of the new investment in immersive technology in the coming months. We have much to look forward to seeing in 2017.

The Virtual Arena: The Theme Park Points The Way For VR Attractions (Part 1)

Continuing his regular column for VRFocus – leading exponent of the out-of-home entertainment sector, Kevin Williams, in this two-part feature, undertakes to cover the major VR developments launched at the world’s largest theme park, attraction and amusement exhibition last month.

Taking place in Orlando, Florida during November, the largest theme park and amusement entertainment convention proved a valuable Launchpad for the establishment of virtual reality (VR) technology in the commercial entertainment sector. The 98th International Association of Amusement Parks & Attractions (IAAPA) Expo 2016, covering over 550,000 square feet of show-space populated with inflatables, the latest arcade releases and the most advance roller coaster platforms.

But also spread throughout the event were the latest VR attraction technology.

Image via parkworld-online.com
Image via parkworld-online.com

The first aspect of VR’s application in the amusement scene was seen via the ‘VR Arcade’ platforms, using the current consumer VR applications in a commercial application. The big presentation was given by Taiwanese amusement giant Universal Space (UNIS), who has undertaken a partnership with Virtuix Omni, employing their omni-directional platform as part of a dedicated gaming stage called the ‘Omni Arena VR’ – the system having players done their special shoes and HTC headset, and navigate the virtual world in a e-Sport style competitive experience.

Another interface that was originally focused on consumer VR application that now has turned its gaze to Out-of-Home entertainment. Also, represented by an Asian amusement operations (InJoy Motion), was the FutureTown Totalmotion technology. A universal movement interface that represents body movement into the virtual experience; the system was shown as a technology demonstrator looking towards being turned into a deliverable system next year.

The entertainment sector has been working to utilize the consumer VR systems in deliverable Out-of-Home application, offering a simple turn-key ‘VR Enclosure’ solution. On display at IAAPA was the VRsenal Holocube VR system with six playing areas running HTC Vive BE systems – the platform also including a new gun interface and sonic vest to offer tactile feedback to selected games. The company working closely with consumer game publishers to include their games on the system.

Another company offering a pop-up enclosure to play specially configured VR games were Virsix showed their VR Cube, also using the HTC system and offering a selection of games in a individual enclosure approach. The Chinese amusement trade also represented their offering of a VR standalone experience; Betop Multimedia presented their WEWOD – space-time squad, using a motion platform to simulate traversing through a space-station blasting aliens using a large laser-rifle.

The VRsenal, VR Cube and WEWOD systems all use the HTC VIVE BE and are all using specialized cable management systems allowing for an unimpeded Room Scale experience. Another Chinese exhibitor, MediaFront, exhibited a VR experience that used a caged VR experience that also had the player walk an improvised gangplank.

Another aspect of the development seen in VR’s application in this sector were VR Game Platform, dedicated stand-alone amusement style offerings of VR technology. Eastern Europe has lead the charge of development of this kind of approach and IAAPA saw leading examples, Virtual Reality Park represented the Star Blade VR 360 degree motion simulator VR system manufactured by Total Interactive Technologies, and one of a handful of virtual reality systems at the show that used a bespoke HMD. Another similar 360’ motion platform was presented from Korean Motion Devices and their two-seater Top Vulcan offering a virtual Space Invaders-style experience. Eastern European manufacturer Stereolife showed their standing VR experience Stereolife eMotion, offering a selection of passive VR film experiences. The company also offers a two-seat motion ride version called the Stereolife Rifter, fellow countryman Xtrematic, also presented their Extreme-Machine, another standing VR experience machine – all systems including physical effects such as wind and vibration.

Another Eastern European exhibitor was Yotto Group, who demonstrated their ExoPlane – a paraglider shooting experience that has the player suspended while steering their craft round a desert island course. Aimed at the shopping mall and leisure entertainment venue market Brazilian manufacturer RILIX showed their convention Rilix Coaster, a simple VR roller coaster ride simulator built to be a standalone experience.

Those exhibitors that used Oculus Rift CV1 headsets for their system demonstrations, were keen to confirm that they were mainly head-set agnostic able to run their system with any of the best available head mounted displays that can be used for commercial application. While many other exhibitors offered VR entertainment systems that favoured the use of Mobile VR (smartphone based) headset experiences, due to its simplicity of utilisation.

Leading Korean 4D theatre and simulator manufacturer Simuline, (part of the CJ cinema empire) presented their VR X Rider eight-seater motion theatre experience. This was also next to the two-seat cinema motion chair platform, the 4DX VR. Both systems offer an effects theater approach to VR, running special 360 degree style VR films – running on the Samsung Gear VR. Chinese exhibitor 9D Electronic Technology (NINED) also showed their 9DVR Cinema eggshell shaped VR system, as well as the VR Eyeshot Theater– a tank-themed six-seater VR motion theatre experience.

On the Korean Pavilion (KGames) at the theme park and attraction exhibition, organized by the Korea Creative Content Agency (KOCCA), exhibition Inno Tech Media showed their VR Shooting Rider, another two-rider motion chair systems, but in this case running a mystical interactive shooting game experience. Both the 9D Electronic’s and the Inno Tech VR systems running bespoke HMD’s developed in China.

Several of the IAAPA VR systems promoted extreme motion platforms offering a strong experience linked to the immersive visuals. Turkish based DOF Robotics, are specialist in large motion theatre attractions, and the company has promoted their Hurricane VR – the three-rider system using Gear VR headsets includes a 360’ rotational element to the suspended motion ride. A cockpit based 360’ axis motion simulator (the two-seater ‘S3000’) developed by Maxflight, was another example of the extreme motion experience married to visuals from a VR headset.

The development of VR in attractions to offer a replacement to the screens used in driving and flying simulators was evident on many booths. Cesys, the European developer of simulator based entertainment attractions showed their brand-new concept; the Cesys Motorbike Simulator has riders astride a simulated motorcycle on a two-degrees of freedom (2-DOF) motion platform, able to race round a circuit wearing a CV1 head-mount – the final version of the concept will use a headset mounted into a motorcycle helmet.

Motor sports simulation was also on display from CXC Simulations – developer of a specialist motion driving cockpit for the Pro-Sumer sector has invested in developing special Race Room installations using networked ‘Motion Pro II’ systems. The company had on their booth six of these networked systems, players donning the popular disposable masks (‘Ninja Mask’) before wearing Oculus ‘Rift’ headsets to take place in competition. A more compact motion seat system was on display from Talon Simulation showing their Atomic A3 Virtual Reality Simulator, the company having already sold the system to the CaddyShanks Interactive Sports Pub chain.

Offering a compelling immersive motion driving systems was on display on many booths, UK based Motion Simulation showed their T3 capsule, with a unique immersive projection screen, complimenting their unique variable driving position cockpit, riding on a motion system by D-BOX. The company also showed their versatility running a cockpit with a VR headset. D-BOX is a popular motion platform provider in the commercial sector. A private demonstration at a hotel close to the conventions center, was arranged by The Third Floor of their The Martian VR experience, which also uses the D-BOX platform.
This concludes the first part of Kevin’s coverage from the Orlando show floor, the next and final part of will follow later this month. On Christmas Day in fact, so come back then to find out what else went on at IAAPA Expo 2016.