The Virtual Arena: VR’s Bonanza for Commercial Entertainment (Part 2)

Industry specialist Kevin Williams of KWP, concludes his report on the latest developments shaping the digital out-of-home entertainment (DOE) sector and all things to do with Commercial virtual reality (VR) deployment seen internationally. In this final part we see the drive for new investment and the realities and speculation on the market’s true worth.

With this final part of our coverage and we rush from Germany, to the Czech-Republic, and a major event in the country’s capital, underlined the influence that this new commercial entertainment utopia is having on the investment community. Held at the beginning of September, Future Port Prague was a two-day gathering of innovative technology trends and influential speakers on the subject. Along with dedicated conference events there was a showcase arena that comprised demonstrations of the latest tech-trends, ranging from Drone racing, electric-automobiles, smart home appliances and 3D printing to just name some of the exhibits. As part of this, local Czech developers were also promoting their influence on the scene, and VR made a big showing.

Future Port Prague 2018
Future Port Prague 2018 – A packed outdoor festival conference stage. (Credit: KWP)

We have already mentioned in part one of this feature Beat Games; the Czech-based company had a version of the Beat Saber VR arcade setup demonstrating to attendees in the VR Zone of the event. It was interesting to see that unlike normal VR arcade deployments of the game, this enclosure used the latest technology from new industry start-up LIV. The green-screen enclosure and specially tracked virtual camera, placed the player in the centre of the action, superimposing them into the virtual environment – but not only creating a great audience element, the LIV system has been developed to offer a unique takeaway, with the player able to download a video of their ‘performance’, with appropriate social media hooks. The company looking to deploy this platform at several VR arcades.

LIV captures Beat Saber performances
LIV offers an added element to the Beat Saber experience. (Credit: KWP)

Another local Czech-based developer is DIVR Labs – the company famous for a local Prague tourist attraction that is seeing phenomenal business. Golem VR (not to be confused with the other Golem), the attraction is one of the largest free-roaming virtual experiences operating. The basement of the local Prague Hamleys toy store transformed to accommodate a backpack-based VR experience using Oculus CV1’s. Groups of up to four guests traverse the virtual environment – in an experience that sees them transported through time to the 16th century, to discover the mythical Golem and its creator in an interpretation of the story. DIVR has partnered with Hamleys to develop this first free-roaming VR adventure that has no weapons or shooting (one of the first of its kind). The company in negotiations to open additional venues.

Golem VR
A view of the Golem VR experience at Hamleys in the city centre. (Credit: KWP)
(Credit: KWP)

Returning to Future Port Prague, and another Czech-based developer, VRgineers took an exhibition space to offer the first public demonstrations of their XTAL head-mounted display (HMD). This system offers what the company calls an Enterprise-ready solution with a world’s first AutoEye system, offering automatically aligned lenses to the user’s eyes as well as an incredible wide field of view. The system has already been taken up by the local automotive industry, and the company is now in the process of receiving additional investment towards offering the platform too interested location-based VR developers. The company running at the event the ability to fly in a networked aerial combat using the visual fidelity achieved with the XTAL.

XTAL
The XTAL headset in action. (Credit: KWP)

The next phase of high-end VR headsets has seen a shift in focus towards Enterprise opportunities (a sector prepared to pay for a technological lead). Most recently Kickstarter-funded Pimax demonstrated in Europe the production version of the Pimax 8K wide-field of view system, but also at the same time revealed a cost-reduced version. We saw at the Chinese Amusement trade conference in March one of the first Chinese attraction developers experimenting with the Pimax dev-kit on their robotic arm motion platform, and there are reports of at least one major VR park developer looking to deploy this at their site.

VR Enlightenment - Asia Amusement & Attractions (AAA) Expo 2018
VR Enlightenment – Up in the air in a Pimax back at the Asia Amusement & Attractions (AAA) Expo 2018. (Credit: KWP)

The consideration to a wholly focused Enterprise initiative was also seen from StarVR, the company’s Vice Chairman Jerry Kao reported as saying the company was shifting its operational focus to high-end enterprise applications, with the location-based entertainment market to aerospace and automotive. This was reported following the companies unveiling of the StarVR One HMD during SIGGRAPH in Canada. The new headset offering what the company calls a “100% human viewing angle” is clearly packaged to address a DOE centric business model; building on previous associations with IMAX, SEGA and the VRPark in Dubai, as well as through VR attraction projects with StarbreezeZerolight

This year’s SIGGRAPH saw a major push towards location-based VR application of the latest high-end graphics and computer power – many exhibitors showing a shift towards this new business dimension. Leading tracking specialists OptiTrack, introduced their new Active Puck Mini at the event, offering a cost effective and 40% reduced option. The company confirmed that along with conventional motion capture business the system had Location-Based entertainment offerings squarely in their sites. The company has been deployed in many of the leading free-roaming VR installations, and OptiTrak has partnered with Dreamscape Immersive, offering their tracking solution, as well as working in conjunction with several other developers.

Dreamscape Immersive, have been in the news for the tests of their own free-roaming Alien Zoo concept – and the company partnered with movie theatre chain AMC Entertainment late last year, the deal coming after closing some $20 million (USD) of their Series B funding. It is this drive by the movie theatre business to embrace the opportunities of LBE VR that has seen momentous developments in recent weeks. One of the biggest was the announcement that Canadian cinema giants Cineplex had signed a strategic partnership with VRstudios (famous for their VRcade platform and VR experiences). The deal saw Cineplex strategically invest in their VR business, with at least 40 multiplex and location-based entertainment centres planned in the Canada territory by 2021.

Group of players start their progress through VRcade’s Terminal 17 at IAAPA 2017. (Credit: KWP)

This undertaking is mirrored by other cinema chains taking the plunge. The VOID’s “hyper-reality” location-based entertainment (LBE) operation, announced the first “In-Theatre” VR installation in the States – following the signing of an exclusive expansion agreement with leading entertainment and media company Cinemark. This development also saw The VOID LBE VR venues opening across Canada. This news follows on from continuing developments in the movie-theatre sector to embrace the opportunity of VR attractions tailored for their unique audience mix. With the expansion of the operation The VOID was also linked to brand new game content building on influential Intellectual Properties (IPs) – a joint venture of ILMxLAB, a division of Lucasfilm, and The VOID, will see a “one-of-a-kind, original adventure” based in the Wreck-it Ralph films’ unique world (tentatively called Ralph Breaks VR). This is the first of several immersive virtual reality properties from the developer, based on film licenses, building on previous Ghostbusters and Star Wars experiences.

Ralph Breaks VR

Investing into the cinema scene has gained momentum as the theatre business has seen in the US a 16% decline in ticket sales, attributed to a need for a more diverse offering for the “millennially-minded” audience hoping to be attracted to their locations. Following a spate of mergers and acquisitions in this sector the market has fixated on finding an entertainment-mix to incorporate as a “in-theatre” offering. As we reported in our coverage from the LBE VR summit, manufacturers such as D-BOX Technologies had invested in their own D-BOX Cinematic VR Experience which launched earlier in the year at an Ottawa theatre.

Microsoft LBE Summit 2018: D-BOX’s cinema seat put through its paces with the latest VR experiences created for this sector
D-BOX’s cinema seat put through its paces with the latest VR experiences created for this sector. (Credit: KWP)

This also brings us to developer Nomadic, who have been developing their own location-based adventure-based, tactile VR experiences – the company has promoted heavily in the cinema industry (presenting at the 2017 CinemaCon, and reportedly raising some $6 million in seed funding). Focused initially on a in-theatre approach, the company recently announced they had partnered with Vertigo Games to deploy a turn-key, modular-based VR platform based on Arizona Sunshine LB Elite. The first installations schedule to open fall this year. How much this space will mirror the wireless VR experience seen at Gamescom, in Germany recently has yet to be revealed. But this nicely takes us full circle from where this coverage began.

Arizona Sunshine LBE at Gamescom 2018
Arizona Sunshine LBE at Gamescom 2018. (Via HTC)

In just a matter of months and we have seen a level of investment in immersive entertainment focusing on developing virtual reality – far surpassing the previously wild speculation of the consumer VR sector. We have seen colourful analysis on the worth of the Commercial Entertainment or LBE VR market – most notably the SuperData chart that looked at a $995 million valuation of Location-Based entertainment by 2021. And we have seen other charts rise the gambit as high as $12 Billion by 2023 (Greenlight Insights), hopeful speculation to be sure – but based on a growing hunger to maximise the aspirations of the audience, to the abilities of this sectors technology, where the consumer equivalent has failed to deliver (for whatever reasons).

LBE Market Forecast via SuperData
LBE Market Forecast via SuperData

It is important to understand that the VR arcades scene is still at a very early stage of development and has by no means established itself as a dependable business model. One such example of this is the IMAX pilot scheme to establish their concept of IMAX VR LBE operations. News recently broke that two of the seven opened sites had been closed (one in New York and one in Shanghai). The IMAX board had already revealed at the beginning of the year in an investor call that the sites were not all operating at the expected financial level, and there was no real surprise that the roll out was being reversed.

On a recent visit to the only European IMAX VR location in Manchester, the site was seen to be closed off for a private party – and while claimed to still be popular, it was revealed that the adjacent Odeon cinema had been giving away vouchers for free VR experiences, with the purchase of movie tickets; in a hope to drive some business. We have also heard reports of major reshufflings of executive teams and complete management replacements at some of the early LBE VR manufacturers and operators, The VOID saw the departure of their CTO and CEO, while other operations in pivoting towards a commercial entertainment business model have had to drastically restructure their executive team, unable to fathom the realities of the DOE business.

But we have not seen anything yet, and one of Europe’s largest amusement and attraction conventions is about to take place in a matter of weeks – already sources have revealed a record number of new VR attractions about to be launched. While the UK amusement trade will hold their Autumn Coin-Op Show (ACOS), taking place at Olympia London during October, and will include the first London Future of Immersive Leisure (FOIL) seminar run alongside ACOS, focusing on the business opportunities presented by immersive technology to the UK’s out-of-home entertainment industry (this event hosted by our consultancy KWP) – look out on VRFocus for the latest developments from these events in the days and weeks to come.

 

The Virtual Arena: VR’s Bonanza for Commercial Entertainment (Part 1)

It seems that while consumer virtual reality (VR) sits at a crossroads, the digital out-of-home entertainment (DOE) sector has exploded with new developments – not one day seems to pass without major announcements, partnerships or acquisitions hits the wire. Industry specialist Kevin Williams of KWP, gives his unique perspective on the recent developments and offers some exclusive insights into some recently visited new projects.

Arizona Sunshine LB VR Edition - Live Action StillFollowing on from the developments that we covered at the first Microsoft LBE VR Summit (read part one and two here), and momentum continues to build in the commercial entertainment sector. These investments are being registered across the industry, and some of the once previous advocates for a consumer approach to this latest phase of VR adoption. This was best illustrated by Unity CEO, John Riccitiello, quoted at a recent TechCrunch Disrupt event, feeling that we have yet seen a true consumer launch of a VR or augmented reality (AR) headset; stating “AR and VR is mostly to this day been launched to developers”. But Riccitiello continued that he had been impressed by how fast enterprise had latched on to VR and AR tech, surprised that the commercial applications have preceded the consumer applications.

Though an obvious progression for those of us that work in the DOE sector, this realisation has struck most consumer-facing VR developers, and most recently we saw the pivoting of major VR success stories in the consumer sphere, build a commercial entertainment offering. This was best illustrated by Vertigo Games, developers behind the successful consumer VR title Arizona Sunshine, with an estimated $1.4 million (USD) in generated sales on the PC platform. The company has decided to spin out a unique location-based videogame division called Vertigo Arcades B.V., who has started in supporting the already popular utilisation of the title in the VR arcade scene, accounting for approximately 20% of all VR arcade minutes played in Western venues.

Arizona Sunshine Vegas_SS3

At the same time other successful developers have turned towards a commercial facing opportunity in this market place. Czech-based Beat Games renowned for their phenomenally successful Beat Saber, have invested heavily in defining their game for the commercial entertainment scene – signing an official licensing agreement with key VR arcade providers such as CTRL-V (Canada), Exit Reality, IMAX VR, MK2 (France), PeriscapeVR, SpringboardVR, Private Label and SynthesisVR. Their partnership with SpringboardVR seeing a Beat Saber Global Tournament run across 50 of their supported VR arcades; emphasising an eSports element to commercial entertainment deployment of VR. In an unusual development Beat Games also officially sanctioned an amusement-based VR adaptation of their license. Originally called Beat Saber Arcade, this Korean manufactured cabinet employs the Samsung Odyssey Windows MR headset and controllers; this seen as the first of several amusement-style VR experiences crossing the divide.

Beat Saber Arcade
Line-up of Beat Saber Arcade cabinets, put through their paces at Korean VR Festival

An amusement facing approach to commercial VR entrainment was seen most recently appearing in the heart of London – at the VR ZONE Portal housed inside the Hollywood Bowl at the O2 Arena on the Greenwich Peninsula. The first VR ZONE Portal outside of Japan (we reported at their opening last year), the site is part of a special agreement between the bowling site operator and the UK division of BANDAI NAMCO Amusement. The site becoming the first Western location to install the eagerly awaited Mario Kart Arcade GP VR, based on the popular Nintendo license.

Enter London’s latest VR experience. [via KWP]

BANDAI NAMCO and Hollywood Bowl organised an exclusive media junket to promote the appearance of the game, but before-hand we were lucky enough to get a behind the scenes look at the system in operation. The Japanese “Project I Can” system only seeing translation of its game software, with the remainder of the hardware the same as operated in Japan. Players’ using HTC Vive headsets, as well as hand trackers to allow them to throw items at their opponents, players sitting in their own “Fusion Karts” motion simulator – the game able to accommodate four players in this seven-minute single circuit race.

Kevin Williams Plays Mario Kart VR
Immersed in the action on Mario Kart GP Arcade VR. (Credit: KWP)

Launched in Japan in 2017, the then titled Mario Kart VR proved an enthusiastic VR title, developed by the rebranded BANDAI NAMCO Amusement Lab Inc., as one of a number of IP based VR experiences that combined the initiative behind the “Project I Can” brand and the VR ZONE concept as a whole. Many have mistakenly thought that this game was developed by Nintendo, but in reality, BANDAI NAMCO and Nintendo have established a long reputation of cross-overs and licensed IP – the amusement division in 2005 launching the popular series with Mario Kart Arcade GP, which saw Pac Man also join the Nintendo racers – and with this background it was logical for the VR ZONE to consider developing a VR interpretation of this popular racer.

Mario Kart Arcade GP and Mario Kart Arcade GP VR
Past, Meet Future: Mario Kart Arcade GP cabinetsin the shadow of Mario Kart Arcade GP VR. (Credit: KWP)

Trying the title for myself, it proved a hectic mix of racing and throwing items, and though capturing the spirit of the Mario Kart videogame it did not offer as fulfilling a VR interpretation as one might have wanted. A great taste of what is achievable with a VR environment and a world-class property, but not a real game experience that will achieve any level of repeat visitation. The VR ZONE Portal at the O2 has the VR experiences Hospital Escape Terror and Argyle Shift, each costing £8 (GBP) and £5 respectively on launch, but now the restructured layout sees the replacement of the quirky Argyle Shift for Mario Kart Arcade GP VR and all these two games are now £7.99. Many comments on social media, who made a point of hunting down the launch of this iconic VR game property, balked at this high price.

Another interesting element in the handling of this property different to the Japanese approach was Hollywood Bowl having a 15 years of age restriction in playing Mario Kart VR, while in Japan’s VR ZONE operation, the age cut off is 13, with even the VR ZONE Shinjuku seeing children as young as 7 allowed through the doors. No word was given on why BANDAI NAMCO or Hollywood Bowl had picked this arbitrary cut off to play this VR experience. And as with our last visit to the VR ZONE Portal, the UK adaptation of the brand seems a little stilted compared to that achieved in Japan.

Hollywood Bowl has partnered with the UK BANDAI NAMCO Amusement operation and has seen a second VR ZONE Portal opened in Tunbridge Wells, and a planned Leeds Hollywood Bowl site schedule for a third iteration. Sources at BANDAI NAMCO’s VR Projects team confirmed that these sites would be seeing installations of their own Mario Kart VR units by the end of the year respectively – and the company promised that there would be other European and US deployments of the eagerly awaited VR racer. Speaking to the Evening Standard newspaper, Paul Brown, General Manager for HTC Vive Europe, said: “We are so excited to be working with Bandai Namco and Hollywood Bowl to bring Mario Kart VR to the UK, following its stunning launch in Shinjuku.”

The Mario Kart VR installation
The Mario Kart VR installation. (Credit: KWP)

While completing this feature, news broke that BANDAI NAMCO were about to launch yet another VR experience based on previous amusement success – with a re-creation of 1997 white-water rafting experience VR Rapid River – after extensive testing the Amusement Lab team part of the “Project I Can” VR initiative have created a two-rider motion base with yaw and heave components to offer a thrilling white-water rapids ride, with players using tracked ores to steer their craft through a wild water environment. By the time you read this article the first installations of this VR simulator planned for VR ZONES in Japan will possibly be already in venues.

These games developed by the newly reorganised BANDAI NAMCO Amusement Lab Inc., formed to increase investment in intellectual properties (IP) utilising their XR expertise (XR defined as incorporating VR, AR and MR technology). Most recently a VR experience for the VR ZONE flagship location was based on the legendary movie monster, with GODZILLA VR.

But London was not the only UK location to see a brand-new VR attraction unveiled. A quick journey down to the countries South coast and we arrive in Brighton and make our way to the iconic Brighton Palace Pier – the home of a major seaside amusement operation and the first site to run the ParadropVR attraction. The system represents a partnership between creators FrontGrid and manufacturers Simworx releasing a thrilling simulation of soaring the skies on your very own paraglider.

ParadropVR at Brighton
The ParadropVR attraction takes pride of place on Brighton’s Palace Pier. (Credit: KWP)

The attraction uses an innovative vertical heave motion system to simulate the soaring motion, while the player sits in a specially developed harness system while controlling the direction of flight using two lanyards – while wearing an Oculus Rift CV1 to see the virtual vista. The experience was developed to offer an 8-minute experience, as a separate ticket item on the pier. The machine being operated in partnership with local immersive entertainment operator and representative Immersivity Ltd. The experience was a fun one, though the game experience was slightly limited compared to the conventional VR attraction experience we have come to expect.

 

Reaching for the skies in ParadropVR
Reaching for the skies in ParadropVR (Credit: KWP)

FrontGrid recently announced the opening of a second installation, with Denmark’s Universe Science Park opening their first system this month. FrontGrid and Immersivity are now working on refining the platform and deploying the attraction with a number of other interested operators. Europe has seen a spate of VR attractions opening their doors – moving from Denmark to Germany and it was announced that Europa Park had partnered with VR Coaster, Mack Media and Holodeck VR to create a unique VR attraction. The system married a free-roaming experience with a ride-on coaster, with a seamless transition from one to the other. In what the operators referred to as their patent pending ‘Roam & Ride’ setup – the new attraction Eurosat Coastiality has guests putting on headsets and then walking round a pre-show area, before boarding the actual VR rollercoaster ride (employing a mobile VR headset arrangement).

Europa-Park – The first Roam & Ride system to be deployed

Europa-Park

The UK has seen one of the first floatation’s on the London Stock Exchange, of a company dedicated to location-based VR entertainment deployment – the Immotion Group PLC has already started a dedicated roll out of venues employing their Immotion branded offering – the company signing a important agreement with UK shopping center operator intu. Following the opening of a new Immotion VR center in Cardiff, the agreement sees a further three sites at intu Derby, Newcastle and Uxbridge. Immotion not just focused on opening venues, but also driving development, seeing AAA content creation for their sites as essential, has recently announced the launch of their wholly developed space-themed VR ride experience Delta Zero.

The company has also worked to ensure a lead in the deployment of the latest VR experiences and announced the extension of their exclusive distribution agreement with leading Chinese manufacturer LEKE VR Technology. A company that has established major advancements in the VR arcade hardware scene, and in 2016 formed a strategic partnership with HTC Corporation towards utilising the latest technology married to VR entertainment for commercial application (at that time for the Viveport Arcades support of the LEKE VR’s VRLe platform). Now with a US sales operation Immotion is seen to be one of the fastest developing companies championing this sector.

Leke VR
(Credit: KWP)

The concluding part of this coverage will follow next week.

The Virtual Arena: The New Drive for Out-of-Home VR (Part 2)

In June a cacophony of announcements regarding major LB-VR projects and new commercial entertainment VR hardware came out – so we conclude this two-part feature with more observations on developments in the Digital Out-of-Home entertainment VR (DOE) scene; with industry specialist, Kevin Williams ending his latest observations of this defining market for VR technology.

As we reported in the previous part of this coverage; companies like The VOID have recently opened VR attractions in Las Vegas – feeding off the casino and tourist industries hunger for immersive entertainment.

The second Future of Immersive Leisure (FOIL) event, organized by KWP, took place in Las Vegas during the previous month and charted many of the new immersive entertainment developments seen on the Strip – and well as the emergence of VR technology internationally as a major draw of new investment into the interactive attraction and amusement scene. During the conference opportunities to see the latest development were made, including visits to the new Level Up amusement venue within the MGM casino, including the installation of a Zero Latency free-roaming experience.

Leading industry specialists from the commercial immersive entertainment supported FOIL’18, including presentations from Schell Games, DreamScape, Ubisoft, LAI Games, VRstudios, Dave & Busters’, IGT, Springboard VR and many other pivotal speakers. The event was also able to gather some interesting exhibits that changed not just the immersive attraction scene, but the penetration of VR in the market. Amusement developer and manufacturer LAI Games came to the FOIL conference with their new Virtual Rabbids: Wild Ride amusement VR entertainment ride system. Offering a gateway for venue operators to evaluate how VR can best suit their audience’s appetites.

Other developments, seeing major brands marrying themselves with immersive attraction projects included Merlin Entertainment, partnering with UK based IMMOTION, to develop The Great LEGO Race VR Experience. This motion-base VR attraction installed at the LEGOLAND Discovery Center in Boston. IMMOTION using their access to cutting-edge motion simulation, and a commercially proven VR platform (running on the Deepoon headset) – married to a compelling experience that was based on LEGO IP, and is driven by Merlin Entertainment.The Great LEGOLAND Race VR Experience

This development, coming a few weeks after LEGOLAND Florida announced the launch of their ‘The Great LEGO Race’ – a VR coaster experience based in the LEGO minifigures universe, seen by riders on their rollercoasters using special Samsung Gear VR headsets. This VR ride developed under the supervision of Merlin Magic Makers, by Figment Productions – the experience combining a prominent IP with an exciting VR experience.

The combination of unique motion platforms and virtual reality systems has continued a paced with several new visitor attractions opened that comprise this approach. Most recently the European park Futuroscope launched their Sebastien Loeb Racing Experience – developed by French based corporation E-Virtuality, comprising their new e-Motionseat6 platform – guests enjoy an immersive thrill ride in the passenger seat as the famous rally driver puts his vehicle through its paces.

Sebastien Loeb Racing Experience

In this 360’ film that employs 6K resolution – the riders sit on the 6DoF electro-dynamic motion base, but also have a level of interaction. With an auditorium comprising 108 simulators, with each rider wearing an HTC Vive, this is the latest large-scale VR attraction to open in recent months. The theme park industry warming to the unique opportunity that VR offers their audience.

Still in France, but on a reduced scale; the FlyView visitor attraction recently opened in Paris. Using a unique motion platform that emulates a futuristic quad-copter, that the riders stands on as their view the tourist spots of the grand city, from the unique perspective of soaring above the ground. This entertainment experience uses hardware and content developed by CL Corporation – who have a number f promotional VR experiences under their belt and employs HTC Vive HMDs to capture all the action.

Creating a standing VR experience that also employs a dynamic motion-base is a trend being seen from several developers. Only a matter of days ago, Korean robotic and motion platform specialists Sangwha launched their brand-new offering in this genre. The company launching the Flying Jet – a highly dynamic standing motion system, players hold on to their grips as the motion platform tips forward and back and rotates in synchronization to extreme 360’ ride films they view using Samsung Gear VR’s. Sangwha are famous for their Gyro-VR ring-based VR motion experience that wowed so many during CES last year

One of the most unusual of the dynamic motion platforms find a home in the commercial entertainment scene is from ICARACE, pioneers in virtual reality locomotion. The ICAROS platform, using human powered movement, was created to achieve the full physical sensation of flight. Most recently this system has been deployed in a few museums, but the developers have now started to look at the pay-to-play business and even considering their system for fitness and even being seen as a new sports experience.

ICAROS

The development of VR entertainment experiences that fulfil the needs of a wide selection of operations continued. Out-of-Home entertainment seeing great investment in theme parks, but also the deployment of VR in more traditional Family Entertainment Centers (FEC) and the new generation of Social Hang Out’s (#SHO). These social entertainment venues thrive on the group party and socially inclusive entertainment experiences – in many cases aiming for a young adult audience (compared to the more traditional younger visitors).

As reported in our China AAA’18 show coverage, a couple of trends have started to emerge that are proving popular in this latest phase of VR entertainment deployment. One of those being “Tethered VR Enclosures” – four player enclosures with tethered VR headsets suspended from the framework of these enclosures. These systems offer a strong group play dynamic, and offer a strong audience draw, as players compete as a team. Several manufacturers have entered the development of their own platforms in this genre, and we can expect to see offerings that comprise the fundamentals of this genre, employing new software that building on the experience. Canadian studio Minority Media has developed their own new attraction Chaos Jump – a highly competitive four-player experience that will be soon available as a VR arcade title, and a stand-along tethered enclosure.

Chaos Jump

Another platform in this genre that is about to burst onto the scene is TOWER TAG – developed by German based VR Nerds Gmbh, the product has already been taken up by CA SEGA JOYPOLIS – the Chinese amusement operation of the popular amusement and game company SEGA – the first TOWER TAG systems were installed at SEGA VR AREA location in Japan. Emboldened by this success the German developers have started the arduous process of conceiving their own tethered enclosure platform that they can sell to other operators in the West.

These two editorials have hoped to illustrate the growing momentum in development of this unique market. Interest is growing for more information and consumer VR development concerns now pivot their investment towards working in this market – most recently we saw the successful developer SURVIOS open their first VR arcade and have already started to promote other new commercial VR projects. We can expect continuing major announcement from influential players in consumer game, movie and attractions regarding their new concepts in this direction.

Another example, illustrating the continued growth in interest for the commercial entertainment sectors engagement with VR; sees KWP, the author of this column, invited to present the keynote at June’s Bristol VR Lab Out-of-home entertainment afternoon seminar  – BVRL’s sixth afternoon seminar will be focusing on the topic of out-of-home VR and location-based entertainment.

Expect to see even more coverage of the explosion of LB-VR and VR arcade projects in the coming weeks, especially as more details of the changing consumer VR landscape emerge following this year’s E3 convention.

 

 

The Virtual Arena: The New Drive for Out-of-Home VR (Part 1)

What a difference a month makes! We enter June to a cacophony of announcements regarding major LB-VR projects and new hardware using powerful Intellectual Properties (IP), deployment aimed squarely at virtual reality (VR) and the digital out-of-home entertianment (DOE) scene. Industry specialist, Kevin Williams continues his retrospective of developments in this emerging market.

Anyone that tried to ignore or label the Out-of-Home application of VR as an unimportant niche, has had to concede their folly. Following an avalanche of news stories, and investment, regarding brand-new Location-Based VR development. We have followed many of these projects from their inception some years ago and seeing them reach fruition is a vindication of the investment that big IP are willing to bet on DOE VR implementation; all this, while the consumer VR scene seems to be at a major crossroad.

Dave & Buster's VR SimulatorOne of the largest social entertainment brands, caused a rash of mainstream media headlines with the announcement that they would be installing, what has been called the “World’s largest commercial multiplayer VR attraction, at over 110 Dave & Busters (D&B) locations. The attraction called Jurassic World: VR Expedition – has been developed in partnership with pioneering developer of turn-key large-scale, multiplayer, free-roaming commercial VR attraction systems, VRstudios. The four-player VR attraction incorporates a motion platform and uses HTC Vive headsets and controllers, to immerse players in the Jurassic World environment in a fast-paced virtual experience.

D&B had previously carried out several experiments with early VR technology, considering the best deployment that meets their exacting needs and audience demographics. The company having a history in incorporating VR into their mix, being one of the major supporters of the technology back in the last heyday of VR amusement in the 1990’s. This new VR attraction builds on lessons learned and incorporates what VRstudios has named their VRcade Attraction Management Platform (AMP) to operate and manage the new attraction across the D&B sites.

It was revealed that HTC is taking the new D&B project so seriously that they signed an agreement with the social entertainment venue that will see over 500 HTC Vive headsets deployed to D&B locations across the USA and Canada. This is one of the largest mass deployments of this VR headset into the Out-of-Home entertainment scene in the West; while HTC has already signed other large deployment partnerships – as we reported in our AAA’18 coverage, in affiliation with developer VR LEKE.

Beyond the motion platform approach to VR entertainment – we have seen an explosion of investment in VR free-roaming (Arena-Scale) experiences, also driven by major IP that have garnered many of the big headlines in recent weeks. One of the biggest was the announcement of Terminator Genisys – Time Machine – again based on a major cinematic universe. This Arena-Scale VR experience has been conceived by SPACES, a Californian based immersive entertainment developer, in partnership with IP holder Skydance Media.

Terminator Genisys

It is important to understand that SPACES, a relatively new operation, comprises a strong talent pool of skilled specialist in the creating of immersive attractions – the company including ex-DreamWorks executives with film and attraction experience and is supported by a major investment chain that includes the likes of Songcheng Performance Development Co., Ltd, (one of the world’s biggest theme-park and performing arts companies), Comcast Ventures and GREE, to name a few.

The first of the corporation’s immersive VR attractions sees groups take part in elements taken from the cinematic universe of Terminator – but along with more familiar game elements, there is a team interaction and puzzle solving, as well the overall experience incorporating the personalization of the experience with scanning of the players, and a repeat visitation element. The company partnering their attraction with established location-based destinations (theme parks, tourist destinations, theaters and malls).  All aspects driving the innovation of LB-VR into the mainstream.

Not all the major IP being deployed into the commercial entertainment scene comes from Hollywood – recently opened in Japan, we saw the first VR deployment of the popular consumer game brand Dragon Quest. The latest installation within BANDAI NAMCO’s VR ZONE at their Shinjuku facility, the specially developed Dragon Quest VR – that sees four players taking on the unique roles within a virtual representation of the Square Enix RPG.

This Arena-Scale experience supporting up to four players, utilizing unique interfaces such as swords, shields, and staffs, but also the ability for certain characters to cast spells with their wands. The game, concluding with a boss fight, where the party must learn to work as a team to succeed. BANDAI NAMCO have stated that they look towards leveraging more IP into their VR experiences, seeing this as a strong platform to create compelling experiences building on their amusement experience. We have already seen a previous free-roaming VR experience launched by the company based on the Ghost in The Shell anima series.

Free-roaming VR technology is not just driven from Asian and American developments – great strides in innovation have been seen in Europe, such as with Swiss based trueVRsystems announcing a few weeks ago their sixth arcade installation in Stockholm, Sweden. Installing a modular 2 x 150m² system that offers groups of players with VR backpacks the chance to explore virtual experiences. The system one of only a few that can support up to 10-players, using full bodying tracking and deploying interfaces such as the StriverVR weapon system.

Another company building on their cinematic universe, to create compelling VR attractions, recently opened the doors to their first test location. 20th Century Fox (FoxNext Destination group) partnering with iP2 and Pure Imagination Studios to develop and launched their ALIEN: DESCENT experience; opening for the first time at The Outlets, at Orange in Orange County, South California. A shopping mall retail unit converted into become a dedicated VR entertainment venue.

Alien Descent

This themed VR experience, incorporates a 2,000-sq ft. free-roam space with groups of players navigating virtually rendered darkened corridors, and blasting Xenomorphs, in a full virtual experience. The platform has been in secret test for several months as the company’s perfected their vision of the best VR experience. Using the Samsung Gear VR as their immersive platform, married to a force feedback weapon – again using the StrikerVR gun.

It is great to see StrikerVR, one of the early developers in this latest phase of the VR landscape, making headway, though aspirations in the consumer sector have pivoted to a wholly commercial entertainment business model. Some of the new projects launching in recent months deploy the StrikerVR system – which has completed an arduous evaluation and testing phase to become a dominant brand in this sector.

One of the leading lights in the deployment of Arena-Scale virtual attractions, The VOID announced nine additional locations, bringing the company’s total footprint to 18 venues. This growth marks the progression of The VOID to establish their unique “Hyper Reality” experience that launched back in 2016 with their first location at Madame Tussauds in New York (partnered with Sony Pictures and Merlin Entertainment). The process of doubling its locations comes as the company closed a very successful Series A round of investment.

THE VOID - Star Wars
“Move along…”

Las Vegas recently saw the opening of the latest VOID location (now partnered with Walt Disney), placed within the Venetian Casino Resort – the latest installation of their VR backpack experience based around the cinematic universe of Star Wars. The VOID started with another of their games based around the Ghostbusters IP – and is looking to continue this path of innovation while emerging the guest in an interactive film like narrative.

This opening in Las Vegas last month coincided with several VR openings in this entertainment capital. Several major LV casino resorts incorporating a VR offering to appeal to the “Millennial audience”, looking for a new draw beyond the gaming floors of the casinos. One such example was seen at New York-New York casino resort, who have augmented their popular rollercoaster by added VR Coaster technology. Riders wearing Samsung Gear VR headsets that supply a sweeping VR ride experience to the twists and turns of the coaster.

New York-New York Casino VR Coaster

Watch this space for the next and final part of this latest coverage into DOE, coming soon to The Virtual Arena and VRFocus.

The Virtual Arena: The Amusement Business Embraces VR

Guest columnist Kevin Williams, continues his coverage of the emerging VR Out-of-Home entertainment scene, with an exclusive report from the floor of America’s largest dedicated amusement industry show.

The Virtual ArenaThe American amusement trade held their annual convention in the heart of Las Vegas during February, the Amusement Expo International, saw the AAMA, AMOA, along with NBVA trade associations and Lasertag Convention combined to create a dedicated gathering for all aspects of the American digital out-of-home entertainment (DOE) sector.

For the first time, the event comprised a Virtual Reality (VR) Educational Summit, reflecting the impact that VR out-of-home entertainment, along with dedicated exhibitors from the emerging sector, hoping to influence the family entertainment centre, leisure entertainment and location-based entertainment business landscape.

The issue with new entrants into the established amusement landscape is the learning curve that these start-ups must undertake to establish themselves; so, turning Amusement Expo into an impromptu beauty pageant of the latest VR platforms developed to capture the public’s and operator’s attention.

One of the traditional amusement trade to embrace VR in this sector, BANDAI NAMCO Amusement represented A.i.Solve’s WePlayVR – the maze enclosure based system that has individual players navigating the virtual environment wearing a backpack and HTC Vive headset. As well as revealing plans for BANDAI NAMCO to bring their VR ZONE Portal facility concept to the States, later in the year – something VRFocus covered last month as they look to further expand the chain throughout the US and Europe, particularly the UK.

2018 Amusement Expo International - WePlayVR

Another developer of this approach was TRIOTECH, partnered with Asterion VR, to develop their ‘VR Maze’, running the Virtual Rabbids: The Big Maze – again with a single player backpack approach. The Ubisoft property was also on display on the LAI Games booth with their Virtual Rabbids: The Ride – this time a two rider VR motion experience using D-BOX motion hardware.

2018 Amusement Expo International - TRIOTECH and Asterion VR
A player is prepared to navigate the VR Maze
2018 Amusement Expo International - Virtual Rabbids
A wild ride, racing through the Rabbids universe.

The need to generate a strong ROI from operating VR hardware has seen many multiplayer approaches, Creative Works represented Hologate VR at Amusement Expo – the four-player enclosure, uses a ceiling tethered HMD approach (again, with HTC Vives); strong initial sales seeing the company working on their own and licensing content to support the platform.

 

2018 Amusement Expo International - Hologate
Players do battle in Hologate VR

Amusement manufacturer and distributor, UNIS Technologies has partnered with Virtuix to present the Omni Arena – the two and four player configuration arena stage utilizes the companies omni-directional platform. Virtuix promoting that already some 2,500 of their platforms were in operation at some 500 location-based facilities internationally.

2018 Amusement Expo International - Omni Arena
Frantic competition on the Omni Arena.

Another omni-direction system on display at the Las Vegas show was represented by FOCUS VR, showing the Cyberith Virtualizer – this approach was more based on offering a delivery platform for VR arcades. Several new exhibitors to the amusement trade took this approach, with the likes of Springboard VR, who have created a turnkey package for those wanting a plug-and-play VR arcade approach.

2018 Amusement Expo International - Cyberith Virtualizer
The Virtualizer being put through its paces

Content for the virtual arcade was also provided by exhibitors such as EscapeVR – offering a room-scale escape room experience in a virtual environment.  While the ability to capture footage of the player within the virtual environment was offered through Blueprint Reality’s MixCast platform. The company bringing a Windows Mixed Reality system from Acer, to demonstrate their platforms versatility.

2018 Amusement Expo International - Mixcast
The MixCast platform running in conjunction with the Acer headset

Also walking the show floor were several of the up and coming operators and developers of new VR arcade locations, hardware and content – many sitting in on the VR Educational Summit sessions dedicated to the new technologies opportunity for amusement application.

Free-roaming (Arena Scale) VR experiences has gained great momentum in the DOE scene, exponents of this could be found on and off the show floor, including exhibitor Modal VR, presenting their PING experience. The system using a special tracking architecture, linked to mobile VR (Samsung Gear VR derivative) headsets – players taking part in a virtual game of an interpretation of the Atari classic Pong.

2018 Amusement Expo International - Ping
Player’s prepare for a one-on-one game of virtual PING.

While, Hyperverse promoted their own VR free-roaming solution at the show, based on backpack PC’s and Oculus VR CV1 headset. To experience a full free-roaming VR system, all the delegates had to do was travel down the Strip to the MGM Casino, and their new Level UP entertainment location, which has newly installed a Zero Latency four-player backpack VR system and a suite of games.

2018 Amusement Expo International - Kevin Williams At Zero Latency
Kevin Williams and associate suit up ready to play at Zero Latency in the MGM Casino.

It is the reality of the actual hardware deployment in the field that will validate its worth from this business. Already the Zero Latency system will soon be joined by at least two new free-roaming installations in Las Vegas – and along with the other fielded VR entertainment systems on display, it looks to be a very interesting time for this emerging market. It will be interesting to see their penetration into the Western market – watch this space for more coverage from this sector.

US Attraction Preview Reveals Two-Stage VR Headset Design, The ‘Emerald Mask’

The need to find a solution to the “entrance” and “egress” requirements of modern theme park attractions, and the limitations in deploying virtual reality (VR) head-mounted displays (HMDs), hopes to have been addressed with the preview of the latest VR theme park attraction.

Battle For EireBusch Gardens Williamsburg, previewed to trade their latest media-based attraction. Called Battle for Eire, this is the latest in the deployment of a VR attraction – but also is the first of this current generation to attempt to address the issues of simple operation of the headset technology.

The VR attraction uses the newly developed ‘Emerald Mask’ – that combines a two-stage operation – with the rider wearing a liner on their heads, that when they arrive at the motion ride attraction connects with the main viewing device (in this case a modified version of the HTC Vive.

The attraction was developed in partnership with Falcon’s Creative Group, a theme park attraction and resort development operation. The company has innovated the idea of a two-part headset approach to large throughput VR attractions, from the same approach employed by early IMAX 3D headsets back in the 1990’s, the Disney Vision in 1994 and most recently proposed by headset developer Sensic for their Public VR goggles (in partnership with VR Coaster).

Battle for Eire replaces the locations former motion simulator ride Europe in the Air, it was the need to create an attraction that still had the high through-put (number of riders per cycle), without the delays that donning a VR HMD can impact upon the speed of operation. Something that has been seen with some of the early VR rollercoaster concepts.

You can see a video report from The Virgininan Pilot below that shows off the Emerald Mask. The attraction opens to the public Spring 2018 – expect a report from the opening in the coming VRFocus news of the VR Out-of-Home entertainment sector, and our Virtual Arena column.

The Virtual Arena: VR Gets Schooled

Following on from previous coverage of the Enterprise approach for VR, and VRFocus columnist Kevin Williams, looks at the latest deployment of VR into the classroom and education structure revealed during the largest education and training event in Europe.

The Virtual ArenaMany of my regular followers will be familiar with the coverage I gave last year of The British Educational Training and Technology Show (BETT). So, it was with much interest that a returned to BETT 2018 to see how this initial interest in virtual reality (VR) technology was impacting the scene.

The BETT event filled London’s ExCel exhibition and convention centre, with a multitude of the latest technology learning and teaching aids – ranging from electronic whiteboards, smart teaching tablets, new 3D printing platforms, and the latest in machine learning applications to track pupil and student advancement.

The British Educational Training and Technology Show (BETT) - BETT 2018

Regarding VR in the classroom, the deployment of the immersive technology was still trying to define its offering – but was a force for good. The biggest presence on the mammoth show floor was from AVANTIS, building on last year’s presence, promoting their ClassVR platform. ClassVR offers a tough, self-contained head mounted display (HMD) designed for education. The unique headset featuring a see-through camera, and the ability to wireless communicate.

BETT 2018 - AVANTIS

BETT 2018 - AVANTISThe company’s large booth saw a lot of interest, with AVANTIS running a special enclosure that represented a World War I trench. An illustration of how the VR platform can be used as a learning experience that fits into the national syllabus. The ClassVR system offered in a multiple eight-unit case for class teaching.

BETT 2018 - AVANTIS

Another exhibitor that demonstrated their classroom ready VR platform was Redbox VR – offering their own ruggedly designed headsets, but in this case favouring a smart phone, rather than self-contained approach. The company having partnered to support the Google Cardboard standard for teaching (Google Expeditions). This partnership has resulted in a robust offering, with learning supported by a large content library.

BETT 2018 - Redbox VRBETT 2018 - Redbox VR

Google’s educational aspirations (Google for Education) were on display, with the company coming to BETT 2018 with a big booth promoting more their educational support content and smart apps than their hardware. But that was also looking at their curriculum and classroom advantage. The company did not have many Cardboard HMDs on their own booth, but were promoting their latest augmented reality (AR) tools, and how their Google Maps application married to class-based learning – Google Expeditions comprising some 700 experiences.

BETT 2018 - Google Education

One of the largest of the exhibitors on the show floor with a strong VR presence was Microsoft Worldwide Education, heavily promoting their Windows Mixed Reality offering in this sector of education. A wide selection of Windows Mixed Reality partners supported the booth with their headsets, including the HP VR1000, Acer AH101 and Dell Visor. Microsoft also promoted their Hololens AR solution, offering a comprehensive immersive platform solution, supported by a class-based VR and AR curriculum.

BETT 2018 - Microsoft Worldwide Education
The Dell Visor in use at BETT 2018.
BETT 2018 - Microsoft Worldwide Education
People were also able to get hands-on with Acer’s HMD.
BETT 2018 - Microsoft Worldwide Education
The Dell Visor

These headsets were seen across the BETT 2018 show floor – a concentrated effort by the manufacturers to support a Enterprise approach to VR, rather than focusing, as other headset developers, on a mainly VR gaming-related business approach.

On the Acer booth the company presented several of their educational endeavours, along with putting the Acer AH101 VR headset through its paces with a number of experiences.

BETT 2018 - Acer

Asus was also at the event, partnering up with Intel showed their Asus HC120 VR headset, tied into their virtual classroom demonstration, allowing for the immersive environment to be displayed in real-time to other classmates.

Dell Technologies (also in partnership with Intel and Microsoft) had a comprehensive education presentation across their product range, promoted as part of their “Virtual Futures” initiative. Their Dell Visor VR headset in its educational colours, going through its paces as a teaching tool allowing pupils to “delve” inside their subjects, with VR-based learning.

BETT 2018 - DellBETT 2018 - Dell Visor

Another of the supporters of the Windows Mixed Reality standard, Lenovo (once again in partnership with Intel) demonstrated their commitment to the VR learning opportunity, showing their Lenovo Explorer headset. But pride of place was also given to the new Lenovo Mirage Solo – freshly launched at CES that month, the Mirage supports the Google Daydream initiative.

BETT 2018 - Lenovo Mirage Solo
The Lenovo Mirage Solo
BETT 2018 - Lenovo Explorer
The Lenovo Explorer

The brand-new Lenovo Mirage Solo integrates Google’s WorldSense 6DOF positional tracking, as well as supporting a controller. Feeling more like a self-contained mobile VR application. It could be seen that Google’s Daydream has been slow out the blocks, though Lenovo were not shy in promoting their association.

BETT 2018 - Lenovo

BETT 2018 - Lenovo

Another of those supporting multiple approaches to offering a complimentary immersive solution to the educational sphere was HP. Along with their Windows Mixed Reality support, seen on the Microsoft booth, HP presented a selection of other VR solutions including an HTC Vive Backpack VR offering.

BETT 2018 - HPBETT 2018 - HP Backpack HTC Vive

Along with HP, many other exhibitors during BETT 2018 had HTC Vive room-scale setups on their booth demonstrating the application and opportunities that this approach had to offer. With regards Oculus VR, they were only seen on two booths, such as presented by Sensory Guru, who presented their Sensory VR – offering a wide variety of the latest VR platforms for deployment in special needs and educational services for inclusive classroom engagement.

Another exhibitor that has placed a considerable global effort into the promotion of a virtual classroom experience was VEATIVE Labs – the Singapore based operation presented a classroom application using their VEATIVE All-in-One headset, as well as a wide curriculum of specially created immersive content for students with teacher control built in. The company is also able to support other headsets, but with the VEATIVE solution is able to quickly adapt schools to the learning process.

BETT 2018 - Veative

BETT 2018 - Veative

It is the creation of this immersive content to best illustrate the power of VR learning that was also on display at this year’s BETT, with exhibitor HumanEyes Technologies demonstrating the VUZE VR camera, able to offer VR video and VR photo creation, perfect to be displayed in an educational approach.

BETT 2018 - HumanEyes with VUZE

BETT 2018 - HumanEyes with VUZE

While ClickView, provider of an online platform of curriculum-mapped videos for students, was branching beyond their conventional video content to specially created 360’ experiences building on the interactive education roots – with the ability for the teacher to build into the content questions and help shape the immersive learning approach.

BETT 2018 - ClickView

The appearance of HMDs in the educational landscape seemed to have stabilized at BETT 2018. With more practical solutions being promoted, rather than a feeling of just riding on the popularity of the tech trend. A novel approach seen at BETT was from exhibitors Rapid Electronics – along with their self-assembly programable robots and drones, the company also promoted their Airgineers VR googles, offering first-person view from their camera on their drone. The special wireless single offering a unique perspective, and is being employed in drone racing competitions. More an immersive display than true VR, it still offers a compelling experience – like the Live-Drive RC system reported in our IAAPA 2017 coverage.

BETT 2018 - Rapid Electronics with Airgineers

BETT 2018 - Rapid Electronics

And in conclusion it is the constant hunt for the next leading immersive technology trend that will shape the market that drives our attendance at the Enterprise industries events. BETT 2018 may have given a tantalising glimpse of the next trend on the horizon. Seen on a number of booths, the latest in projection systems – such as from Immersive Interactive, who presented a platform that can offer a immersive projected environment that is also interactive.

BETT 2018 - Immersive InteractiveProjection based immersive experiences obviously benefit from the ability to have multiple users immersed in the same experience, and does without the need for cumbersome HMDs and restrictive motion tracking. Though only now gathering momentum it is an interesting technology to keep in sight.

That is the conclusion of our coverage of BETT 2018 – we saw a lot of promise for VR, but also saw a powerplay by Windows Mixed Reality towards being able to control the high-ground of VR application, while developers such as AVANTIS start to see their VR platforms deployed into real-world locations. Next Years’ education event will prove to be where the reality of this tech’s benefit for immersive learning will be revealed.

There will be more from Kevin Williams and The Virtual Arena very soon, here on VRFocus.

 

The Virtual Arena: London’s VR Amusement Extravaganza

As can be seen in The Virtual Arena’s IAAPA’17 coverage, the adoption of virtual reality (VR) technology into the international scene has continued apace – and the UK and Europe scene are no different. Kevin Williams continues his exclusive coverage of developments in the International VR Out-of-Home entertainment scene – by visiting the UK’s largest amusement trade show.

European Amusement and Gaming Expo (EAG) 2018
The amusement trade floor.

The 9th European Amusement and Gaming Expo (EAG) International Visitor Attraction Expo (VAE) at London’s ExCel venue, held last week – and the impression that immersive virtual attractions were having on the scene was self-evident, where last year there had be no exhibitors, this year’s event so a major upswing in interest in this technology.

British based company Immotion was one of the most prominent VR exhibitors with the full range of their VR amusement pieces. Fresh from the opening of their VRStar facility in Bristol – you can see a video of The Stinger Report’s coverage of the venue below. The company was presenting their systems to the show’s attendees – with their motorcycle, race car, and 9D simulators, developed by Chinese VR park developer LEKE VR and all running Depoon DP E3 headsets.

Another appearance of the Chinese VR manufacturing scene was on a UK distributor’s booth – with the company Movie Power exhibiting their VR Family, six-seater ride simulator platform running 3Glasses headsets. The system, as it stands,  represents the early phase of VR amusement development with much of the limitations of earlier times evident.

Riders “experience” the thrills of the VR Family

One of the latest phase of VR ride simulators was represented by the same UK distributor representing the LAI Gaming Virtual Rabbids Ride – the two-seat D-BOX powered simulator offering three ride experiences based on the popular Ubisoft property (running HTC Vive headsets).

Thills and spills with the Rabbids

The amusement developer UNIS was represented by their UK distributor who brought over to the show their Omni Arena platform, based in turn around the Virtuix Omni-direction platform. They were also running their brand-new Omni Arena eSports tournament platform, all of which were also operating with HTC Vive headsets.

Omni Arena At EAG VAG 2018
Competitive action from the Omni Arena

European firm Hologate started 2018 following on from the success achieved during 2017, bringing their Hologate VR platform to the London show at their own booth. The system running had up to four-players taking part in a frantic shoot ’em up experience, defending their position. The system using a novel ceiling mounted tether system with their HTC Vive headsets to address the issue of cable management. The company revealed plans for a brand-new videogame to be launched on their platform soon.

Hologate At EAG VAG 2018
Fully immersed witnin the Hologate universe

Represented by distributor BANDAI NAMCO, the company A.i.Solve presented their WePlayVR system to the EAG attendance. The system using a backpack PC and HTC headset system, with the players navigating the virtual environment within their specially developed enclosure incorporating vibrating panels and special maze layout. With already sixteen units placed in the field, the hardware has gained much interest.

AiSolve's WePlayVR At EAG VAG 2018
Navigating the virtual labyrinth from A.i.Solve

Eastern European based Stereolife brought three examples of their VR platforms, with their Flyer, a single player motion capsule with unique motion platform, offering 15 different experiences including interactive games as well as rides. Their stand-up EMotion platform, and their Rifter twin seat motion simulator using VR experiences. (All the systems powered by Oculus Rift head-mounted displays).

 

The single seat Flyer platform.

Along with the rest of the amusement sales on display at EAG 2018, the show organizers also held for attendees a one-day seminar covering the impact of VR and the amusement trade, moderated by KWP, allowing operators to hear from manufacturers, VR arcade operators and industry specialist on the issues and opportunities this technology offers their business. It popular and with standing room only.

A seminar on how business can profit from VR.

An explosion of VR Arcades has hit the Western market, and KWP recently visited several the newly emerging venues in the UK (you can find a video of some of those visited here). There continues to be a growth in developer in the capital, with London seeing plans for the opening of a dedicated VR Arena-Scale entertainment operation for later next month following on from the temporary Star Wars VR experience that opened last month.

The hard nose amusement and attractions trade now looking to see VR entertainment products generate serious revenue to prove their ability to prove a competitive opportunity to the other immersive entertainment tech that is gaining traction in the industry. While consumer application of VR fight to find its footing, the Out-of-Home entertainment scene seems to be gaining momentum.

Expect more news of major developments in the VR Out-of-Home entertainment scene in the coming weeks – with a special report from America’s leading amusement trade event in Las Vegas, and many exclusive new hardware and facility announcements – be sure to look out for more editions of The Virtual Arena, here exclusively on 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.