The Virtual Arena: HTC Vive’s Influence in Enterprise VR – Part 1

The Virtual Arena

In the first of a two-part feature in his latest Virtual Arena column, industry specialist Kevin Williams marks the six-year anniversary of HTC’s Vive platform in commercial entertainment – initially looking at the lesser reported history of the VR tech in this scene and the influence it has had on shaping the business.

While many are focused on the consumer sales of virtual reality (VR), the commercial (enterprise) aspects of the market seem to be the new recruiting sergeant for innovation and advanced design. Following a major launch of new VR hardware, HTC shines a light on this approach. But it’s the commercial entertainment deployment that also needs some perspective to better understand the thinking going forward for VR adoption.

HTC Vive - LBE

HTC is a company that has epitomised the eventual separation of the VR community between the “Serious VR” and the “Casual VR” businesses. While many would see consumer videogames as a vital aspect of the industry, it is still a casual pursuit, and with the projection of the standalone VR scene as the focus of considerable investment this can overshadow the rest of the business. But as has been seen VR headset manufacturers now pivot towards a B2B, high-end PC-VR, approach.

– Early Period

HTC entered the VR space in 2016, being the first to field a PC-VR headset. Much of this lead was achieved by the licensing and partnership with Valve. This relationship fostered in the ashes of Valve’s abandoned involvement with Oculus. This after the controversial loaning of the famous Valve ‘VR Room’ proof of concept that defined the fundamentals of tracking, strong immersive display, and comprehensive controllers. Much of the lessons taught by the ‘VR Room’, would lead to the creation of Lighthouse tracking infrastructure, a mainstay of the platform. Allowing the HTC Vive to offer room-scale VR while others initially offered seated only VR.

Valve - VR Room
The famous Valve “VR Room” in operation

Selling at first to prosumers and commercial buyers, it was obvious that VR had drawing appeal, and while complicated hardware, the interest to use Vive systems in promotional work, as Pop-Up installations, allowing an audience to experience immersion that would normally be out of their price point. HTC working with many corporations to create deployable pop-up promotional experiences, such as the 2016 ‘Fantasy Forest VR Experience’ in partnership with Walt Disney and a promotional tool for their new Jungle Book properties.

Jungle Book

The Asian focus of the Taiwanese corporation has seen HTC partner with many companies in this territory. Regarding LBE development, HTC would sign a partnership with Chinese based LEKE VR. The company had already penetrated the VR amusement scene selling several of their unique VR platforms, and with the partnership with HTC could represent their VR headsets into the market, with LEKE VR getting early access to the new HTC VIVE Pro. This business approach would go on to feed HTC’s aspirations in this sector.

LEKE VR
Deep Ocean Adventure from LEKE VR

Taking the basic idea of the pop-up installation and placing experiences in a dedicated showroom environment led to HTC devising the creation of their own entertainment facility. Under the VIiveport Arcade brand, the company opened several Taiwanese based VR arcades, acting both as a showroom of HTC hardware, but also offering VR game experiences that the audience could try. The company would continue to invest in a facility style approach to the deployment of their hardware, and would even open HTC VIVELAND, with more attractions created by third-party developers on the hardware.

Viveland
One of the many experiences at VIVELAND

It was more than obvious the high price of VR technology and the skill set needed to effectively field this hardware that there would be an opportunity for commercial entertainment centres to operate as VR arcades. The hardware of choice would become the HTC Vive in the West, and one of the first to effectively roll out a chain of facilities was CTRL-V in Canada. Their first facility in 2016 would be located near the University of Waterloo campus and would set the model. With 16-stations for players to try out the latest VR experiences on the HTC Vive from a custom library of VR content. From this first facility, the company would go on to roll out a chain of some 10 facilities across the territory and be a popular model of excellence in VR arcades that others emulate. Proving the draw of a pay-to-play model for VR entertainment. 

CTRL-V
Inside one of the first CTRL-V facilities

Regarding Western LBE VR applications, one of the first to gain traction in 2016 was from Virtuix, forming a joint venture with Hero Entertainment to create Crisis Action – using the Omni-directional treadmill, players could compete in the hectic shooter, that used HTC Vive headsets. This concept would solidify and be relaunched as the standalone ‘OMNI Arena’ system that has seen a strong penetration into the amusement facility scene and is supported by a thriving eSports championship business.

Crisis Action
The initial design for Crisis Action

More unusual applications of VR hardware have been in the deployment for visitor attractions, using the immersive experience to entertain the gathered audience. One of the early examples was the Sky Circus Sunshine, located on the observation deck of the Tokyo landmark, several VR experiences simulated heart-pounding aerial exploits some 700 feet in the air from the towering structure. Including being launched from a cannon, or riding an immense swing. Deployed using the HTC headset, content developed by specialists Hashilus, who would go on to create other innovative pop-up entertainment installations in VR.

Hashilus - Cannon
One of the many unusual VR experiences at the observatory

The deployment of VR as more of an attraction would not be seen until the launch by Merlin Entertainment of ‘Derren Brown’s Ghost Train’ at Thorp Park. A unique attraction married VR experiences interspersed around a ghost train application. Some 14 passengers transported from a tube train through numerous environments including digital and grand scale illusions. The attraction, VR elements developed by Figment Productions, first launched in 2016 would see several revisions to address issues, and would prove a mixed bag with audiences, but paved the way for the deployment of VR, and in particularly HTC Vive headsets in large audience configurations. Opening the door to other VR attractions that would follow.

HTC Vive - scares
First virtual scares for theme park guests

The landscape to establishing LBE VR has been littered with many failures, and projects such as the IMAX VR arcade and Hub Zero as some of the more notorious false steps, but there has also been an incredibly successful and lucrative business in supporting the LBE VR scene for HTC, an aspect of their business not only involving unit sales of the Vive but also support and maintenance and an extensive software and firmware support infrastructure.

The amusement trade would see arguably some of the greatest penetration of VR hardware in an entertainment format, with key leading developers selling in the hundreds of VR amusement variants, and establishing a new genre of product.

One of the first to investigate the possibilities of VR for amusement would be Bandai Namco, after initial investment, the corporation set up an offshoot of its amusement GM operation, to specialize in VR development called “Project-i-Can”. The group would go on to create several formative VR entertainments that were fusions of popular amusement genres married to VR hardware based on the HTC Vive. The experiences would be placed in their own unique location-based venue named VR ZONE, with several sites, including a flagship location opened. VR ZONE Portals would offer pop-up opportunities for players outside of Japan to experience the delights. And Bandai Namco would even partner with Nintendo to create a VR interpretation of Mario Kart.

Ski Rodeo - Tokyo VR ZoneRodeo - Tokyo VR Zone
Player on ‘Ski Rodeo’ at a Tokyo VR ZONE

Along with more conventional applications of amusement VR hybrids, Bandai Namco would also broach into the realm of free-roaming VR experiences. The company developed several attractions that looked at PC backpack Arena Scale experiences. But one of the most notable being their partnership with Square-ENIX towards creating a four-player free-roaming attraction based on the popular fantasy title with Dragon Quest VR. An innovative multi-player adaptation, with the deployment of advance haptic feedback game interfaces based on the key roles of the players’ characters.

Dragon Quest VR
Players working as a team against the bosses in Dragon Quest VR. Image credit: KWP

This concludes the first part of this two-part feature on the anniversary of HTC’s investment into location-based entertainment. The second part will look at the continuing legacy and reveal some of the plans for the future of this vital entertainment sector.

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.

Immotion Group Targets Growth & Profit At Home & Abroad With New Leke VR Agreements

While there continues to be something of a debate about the proliferation of virtual reality (VR) arcades and VR’s role as a part of digital out-of-home entertainment (DOE) locations it can’t be denied that many names involved within DOE are continuing to expand their ventures.  It’s something that’s touched on regularly in The Virtual Arena, but even beyond this in recent months we’ve seen new locations announced from the likes of The VOID, VRIGHT, a new spin-off studio from Vertigo Games specifically for DOE VR titles and much more.

Another name that has begun appearing with ever increasing frequency is Immotion (or the Immotion Group). The UK-based DOE group has had a very busy 2018 indeed, capitalising on an initial £1.3 million (GBP) of funding it received at the end of 2017 it has since floated on the London Stock Exchange’s junior market, AIM, which gave it another £5.75 million on top of another £500K it received in investment this April. New partners and venues are being announced seemingly on a monthly basis, including work with Merlin Entertainments’ Lego Discovery Center in Boston earlier this year, a venue in Birmingham in May, one in Yorkshire in August and just last week VRFocus reported on the opening of a fourth UK centre in Cardiff.

However, Immotion Group aren’t focusing solely on the UK seeking to grow its business in America as well as in Asia. To that end they have just announced an exclusive distribution agreement with Leke VR. The Beijing based firm have agreed an extension to the existing UK contract which sees the pair tied up through to December 31st next year. On top of this is a new exclusive distribution agreement for the USA, again contracted until the end of 2019. Immotion Group now will be selling Leke VR’s motion platform hardware in combination with their own experiences across both territories exclusively in addition to other markets while in return Leke VR will be bringing Immotion Group’s library of experiences to its already installed platforms across thirty countries.

“The Group will monetise its content on a ‘per play’ basis”.It explains in a statement. “The current usage on the Leke installed base is approximately 1 million ‘plays’ per month and the Directors expect this to grow strongly.  The parties will now begin a full assessment of the relevant operational matters, with a view to such distribution beginning towards the end of 2018.”

ImmotionVR

“We are extremely pleased to have extended our exclusive relationship, and to be working much closer with Leke VR. We share the same vision with extremely complementary skills.” Adds CEO of Immotion Group, Martin Higginson. “Leke VR are, in our view, the market leaders in affordable VR motion platforms, whilst we believe Immotion is leading the way in immersive VR experiences. This unique combination, now available globally, will further propel both Immotion and Leke VR in their quest to lead the ‘out of home’ VR market.”

Higginson’s opposite number at Leke VR, Evan He, in turn said: “We are pleased to extend our exclusive distribution and manufacturing agreement with Immotion for both the UK, and now the USA, and to be working with them on the distribution of their VR experiences. The quality of experiences produced by the Immotion team is way above anything we have seen to date. We are convinced our customers will love them. The combination of the Immotion Group’s VR content and our VR motion platforms will allow Leke to deliver an offering which is far superior to other affordable VR experiences available to consumers globally.”

VRFocus will bring you more information about the developments in the DOE arena very soon.

 

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: The Growing VR Out-of-Home Entertainment Dimension – Part 1

In a three-part feature, Kevin Williams continues his coverage of the development in the VR industries involvement in the Digital Out-of-Home Entertainment (DOE) sector. This first part looking at the major Chinese exhibition and new developments on display.

It has been an incredibly busy time for the immersive entertainment sector focused on Out-of-Home experiences, an industry embracing the utilization of virtual and augmented reality technology at a speed that seems to have surpassed the noticeable slow-down in the consumer adoption of the technology. This slow-down has seen some investment and developers consider a new term in their vocabulary – “pivot”.

During recent meeting and conference events, the term “pivot” has been bandied around to describe moves by corporations and executives towards repurposing their business from previous aspirations in the consumer entertainment scene and re-organize to develop for the Digital Out-of-Home Entertainment (DOE) sector. This has been best illustrated by the restructuring that Virtuix undertook with their Omni-directional treadmill. The company now in partnership with amusement machine powerhouse Universal Space (UNIS), having launched their new OMNI Arena competitive virtual realtiy (VR) attraction.

Over the last few months of the beginning of 2017, our consultancy (KWP) specializing in the DOE sector has been rushed off its feet attending conventions and conferences as a speaker and observer on the latest inroads that are being made in the utilization of VR tech into the Out-of-Home scene, and I have attempted to encapsulate the key developments seen across the global business.

Asia’s Focus On Phase Four

The Chinese market has become a firebrand of new development in VR, and has also been the powerhouse for the investment and development of its application in the DOE sector – one of the major trade conventions that has embraced this new development is the Asia Amusement & Attractions Expo (AAA) taking place in Guangdong in the vast Import and Export Fair Pazhou Complex (Asia’s largest exhibition hall). This year’s event included the Asia VR&AR Fair & Summit, a dedicated section of the show for the VR community embracing the commercial entertainment scene – and the organizers invited experts from home and abroad introduced the latest technologies and achievement, KWP was one of those invited to present to the assembled audience.

 

Asia VR&AR Fair & Summit - Photo By Kevin WilliamsOn the Show halls of both AAA and VR&AR, the exhibition booths were crammed with new VR offerings that moved to a new phase of investment, best described as a phase four for the market, moving beyond the original egg-shaped 9D VR film experiences, and the early VR arcade investment, and now to a brand-new approach to the business. Even the established amusement trade has been forced to consider deploying a VR solution in their venues. One of the large Asian amusement manufacturers and distributors, WAHLAP Technologies underlined their investment in this sector, by partnering with prominent VR Park developer Movie Power; the company showing a selection of the systems they field to VR Parks, including a unique HTC based VR boxing game called Kuntun Fight. Movie Power had an extensive booth of their own on the show floor, showing their latest networked driving simulator VR experience.

Kuntun Fight / WAHLAP Technologies - Photo by Kevin WilliamsMovie Power - Photo by Kevin Williams

Another major amusement player in the territory is Universal Space (UNIS), along with a wide slew of first and third party amusement machines on display the company promoted their association with Virtuix, the developer of the VR motion platform, having partnered with Fun VR Tech, (a newly created division of Universal Space) to distribute the OMNI Arena internationally; one of the best examples of ‘pivoting’ business aspirations from consumer aspirations. The OMNI Arena is a winner of an Honourable Mention in the Virtual Reality Game BOSA awards 2017. The BOSA Winners covers categories of Video, Videmption, Redemption and recently VR / Motion simulation, and is judged by trade executives representing leading online amusement distributor BMI Worldwide Gaming and DOE news services Arcade Heroes and The Stinger Report (owned by KWP).
Omni Arena At Asia VR&AR Fair - Photo By Kevin WilliamsA consolidation has been achieved in the Chinese VR arcade scene, with investment consolidated into successful VR business, while a few scruple less operator have started to fall by the wayside. We have seen an evolution in the business approach seeing VR arcades (known as “VR Parks” in China), the business has seen major investment as the market has solidified into franchise operations, and revenue sharing opportunities.

At the Guangdong show the leading developers of these VR Park operations showed their latest packages. NINED is one of the first developers to make headway in this approach, and along with their HTC powered five-player standing VR system Platoon – or the unusual UFO inspired VR motion capsule experience; the company show the KAT Walk system, a VR walking simulator using a special harness that allows the player to navigate the virtual environment running the networked shooter V-War – the KAT platform another example of a pivoting business approach.

KAT Walk in-between use.

Platoon - Photo By Kevin Williams
Platoon

Another leading light in the VR Park scene is LEKE VR – the company showed at AAA their considerable range of specially presented VR amusement pieces to be placed in their own or franchise facilities, the company involved with over three thousand Chinese based ventures. Along with standing VR experience the company also showed a network VR racing game experience called Extreme Racing VR. LEKE VR also had platforms aimed at younger players. This approach was also seen from Super Captain, the franchise operation aiming at players between 5 to 12 years of age, even having a special children’s VR viewing platform Super Family –a cartoon mascot styled kiosk with a special viewing unit held to the face.

As seen with VR roller-coasters in the West the utilization of existing attractions, with an added VR element has gained much interest, and new investment in this approach was seen on the Chinese show floor. VR attractions on display included from Hirain their 720° Rider a multi-dimensional VR motion platform comprising three-seater spinning the riders corresponding to a unique VR ride film. Veteran Chinese ride manufacturer Golden Dragon had their Hero Dream, a robotic arm two-seat VR platform. But a new approach was revealed from C&Q Amusement, the company taking their Spin Zone bumper-car platform, retrofitted with specially tracked VR head-mount game experience. The first of its kind VR bumper-car experience using a unique multiple tracking arena-scale solution. C&Q working on a flat-ride variant of the VR platform, offering a retrofit solution to established attractions.

That’s all for this week, but come back next Friday at the same time for part two, as Kevin Williams covers the American, Japanese and Dubai amusement trades’ interest in VR based Out-of-Home technology.

HTC Launch Viveport Arcade, Partnering with Leke VR to Open “1000s of Locations”

HTC’s out of home VR initiative is taking shape as the company officially unveils plans for Viveport Arcade in China and Taiwan and a partnership with Leke VR’s “offline content distribution system” in a thousand locations before the close of 2016 and thousands more by 2017’s end.

HTC continues to explore every opportunity to capitalise on its partnership with Valve, and its Vive VR system. In addition to launching its own proprietary VR content portal Viveport the company is investing heavily in the creation of virtual reality content with it’s ViveX program.

Now, HTC is looking to position itself as a potential leader in out of home VR entertainment sector with the launch of their new Viveport Arcade initiative alongside a newly announced strategic partnership with out of home entertainment specialists Leke VR, utilising their VRLe content distribution system. So what can visitors expect from the new “Experience stores”? This promotional video gives a quick look at the VRLe content delivery system as well as a peek at various arcade-style interactive experiences that could feature at the new Leke VR stores.

“This strategic partnership between Vive and Leke VR is a clear win-win for the both parties, while also helping to accelerate advancement of the VR industry as a whole in China,” said Alvin W. Graylin, China Regional President of Vive, HTC. “Leke VR has extensive offline channels, while we bring a broad range of high-quality content through Viveport Arcade that has been optimized for out-of-home entertainment. By combining resources, consumers, VR developers and VR arcade operators will all benefit.”

VR developers take note too, HTC are looking upon this new initiative as another channel via which to monetise your creations. Whilst Luke VR will provide the distribution platform, venues and facilities, HTC is in charge of curating and channelling content for users to play. “Vive will be in charge of operations management and market support for the content in order to ensure an optimized VR experience for consumers. The partnership also stipulates that different feature content will be recommended to offline users each season, multiplying the cash flow for content developers.”

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HTC Launches 'Vive Studios' for First-party VR Game Development and Publishing

“The arrival of hundreds of premium Viveport Arcade VR content on the VRLe offline content distribution platform provides offline VR consumers with more diversified user experiences and brings the total number of titles available on the VRLe platform to 300,” saidEvan He, CEO and founder of Beijing Leke VR Technology Co., Ltd. “The objective of this strategic partnership between Leke VR and Vive is to jointly promote the development of the VR content ecosystem. With this major boost, the VRLe offline content distribution platform will seek to continue enriching user experiences and cooperate with more VR content partners set on revolutionizing the VR experience.”

The partnership is already in full flow with 1000 locations planned to be up and running across China and Taiwan before the close of 2016 and 1000s more scheduled to be brought online within 2017. An ambitious plan indeed.

Perhaps understandably then, HTC is keen to hear from developers and “experience store” (i.e. venue) owners to help them deliver. You can register your interest in the Viveport Arcade program by heading here.

The post HTC Launch Viveport Arcade, Partnering with Leke VR to Open “1000s of Locations” appeared first on Road to VR.

HTC Vive Officially Launches Viveport Arcade Debuting Content on Leke VR’s VRLe Platform

It can be hard to keep up with all of HTC’s virtual reality (VR) initiatives, from Viveport and Viveport M, to Vive X, Vive Studios and the Global Virtual Reality Association. There’s also Viveport Arcade a content management and distribution platform giving VR developers an end-to-end solution for monetizing their content at physical locations. Today HTC Vive has announced the official launch of Viveport Arcade, with the first batch of exclusive Viveport Arcade content available on Leke VR’s VRLe platform.

Through this partnership, Vive and Leke VR will jointly promote the development of the VR offline experience store market, making the content available in all of Leke VR’s offline experience stores through the VRLe platform, while Vive will be in charge of operations management and market support for the content in order to ensure an optimized VR experience for consumers. The partnership also stipulates that different feature content will be recommended to offline users each season.

HTC Vive mixed image

“This strategic partnership between Vive and Leke VR is a clear win-win for the both parties, while also helping to accelerate advancement of the VR industry as a whole in China,” said Alvin W. Graylin, China Regional President of Vive, HTC. “Leke VR has extensive offline channels, while we bring a broad range of high-quality content through Viveport Arcade that has been optimized for out-of-home entertainment. By combining resources, consumers, VR developers and VR arcade operators will all benefit.”

Viveport Arcade is an all-in-one solution that calculates billing by duration of play, ensures accurate revenue allocation between operators and developers, and manages VR content and control charges. With VR’s niche user base developers are continuously striving to find new ways to monetize products, and Viveport Arcade aims to create more diverse profit models and wider user channels for developers, in addition to helping them distribute content. Also, Viveport Arcade will feature high-quality content that cannot be found online, in an aid to prevent piracy and infringement.

HTC Vive and Leke VR will first deploy at 1000 select Leke VR experience stores by the end of 2016, with the aim to bring more VR content to thousands more experience stores across China. The platform initially launches in China and Taiwan, before rolling out to thousands of locations by the end of 2017. HTC has yet to confirm where these locations are likely to be, and if they’ll be outside of Asia.

“The arrival of hundreds of premium Viveport Arcade VR content on the VRLe offline content distribution platform provides offline VR consumers with more diversified user experiences and brings the total number of titles available on the VRLe platform to 300,” said Evan He, CEO and founder of Beijing Leke VR Technology Co., Ltd. “The objective of this strategic partnership between Leke VR and Vive is to jointly promote the development of the VR content ecosystem. With this major boost, the VRLe offline content distribution platform will seek to continue enriching user experiences and cooperate with more VR content partners set on revolutionizing the VR experience.”

For all the latest news on HTC Vive, keep reading VRFocus.