The Virtual Arena: The Changing VR Out-of-Home Landscape – Part 1

The Virtual Arena

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams reports on the last major amusement trade convention of the pre-pandemic international scene. In this first part, information on the trends that were establishing themselves, and the key developments making this market so important for the technology.

With the global business sector in near lockdown due to the international health crisis, many observers are turning their gaze to how much the business scene will have to change in the post-pandemic landscape. The speculation of the employment of the latest virtual reality (VR) technology to drive a new investment in training and entertainment has been discussed – especially seeing the importance that this technology has had with a populace in self-isolation. The possibilities of what the commercial entertainment sector will look like once the facilities re-open, has also been considered.

Amusement Expo International
Image credit: KWP

Only a matter of weeks before the chaos of the pandemic, and resulting lockdown that has seen all entertainment, cinema and leisure amusement venues temporarily closed; and the American amusement trade held their influential trade convention – Amusement Expo International (AEI) in the heart of New Orleans. On show were pivotal new developments in VR deployment for immersive Out-of-Home Entertainment. This gave a glimpse at the trends being followed, but now reveal what the post-pandemic landscape will be working with when the entertainment scene re-emerges in the West from slumber.

The application of VR tech into the commercial entertainment scene has been split into key categories, and all examples were on show at AEI – offering an excellent opportunity to explore the popularity and audience appeal. First off, we have seen the emergence of the “VR Amusement” category – best described as the adaption of VR technology into the established platform of video amusement hardware, adapting many of the characteristics into a reliable VR platform.

At the show, the amusement distributor and developer UNIS Technology presented its new VR amusement piece ‘Ultra Moto VR’. A two-player “ride-on” motorbike racer on a motion platform, with the unique element of offering conventional play through the games screen, or reverting to immersive play using the VR headsets.

Ultra Moto VR
Image credit: KWP

Ultra Moto VR’ is a Chinese developed title that had been converted for Western deployment and had already seen considerable success, with strong Return-on-Investment (ROI) when tested at several locations. For many operators still evaluating the value of VR platforms in commercial entertainment, the systems unique ability to swap between a full VR or conventional video amusement approach offered a strong incentive. And allowed operators to charge VR prices for a conventional packaged amusement piece.

Another adaptation of an amusement package with a VR element was presented from US-based Barron Games, a well-known name in the foosball and air hockey table market, the company had partnered with Swiss-based Kynoa SA, to represent their innovative ‘Koliseum’; the system, a VR based foosball tabletop platform offering four players the chance to compete in an immersive re-creation of the traditional game (called ‘Koliseum Soccer VR’). The cabinet and controllers invoking the design of a conventional foosball table.

Koliseum
Image credit: KWP

The need to create compelling games that still fit the limitations of the amusement entertainment and family entertainment centres has driven many of the new designs on show. The developer MajorMega had initially launched its vast four-player motion stage experience (called ‘Hyperdeck’) – but the company chose the New Orleans trade show to launch a brand-new concept. Called ‘Hyperdrive’ this two-player cooperative VR experience has one player taking the role as the driver, and another player the gunner, the whole compact experience sitting on a D-BOX motion platform.

The system was a work-in-progress with much of the feedback to this design, being taken away and applied to a final production prototype, scheduled for release (that had originally been) for later in the year. The motion simulation experience linked to a seated ride platform has been another popular element of the investment in commercial entertainment VR. One of the most successful of the initial categories has been the Virtual Ride Simulator – one of the earliest adaptations of offering VR in an amusement suitable package, this approach has gamed much momentum.

One of the first adaptations was that from LAI Games with their hundred-unit-selling ‘Virtual Rabbids: The Big Ride’ – developed in partnership with Ubisoft, creator of the cartoon ride experience based around their zany characters, and using D-BOX motion hardware. The system has found favour with operators offering what the company describes as unattended virtual reality. At the show the company presented their “Big Expansion Pack”, offering six new rides. This included their new interactive experience ‘Space Skirmish’ – a new departure for the platform, from the previous passive style of experience.

Hyperdrive
Image credit: KWP

The popularity of this category was seen with an explosion of new developments, at the show, from other developers. Canadian based TRIOTECH presented to the amusement trade their production version of STORM. Employing a similar approach, the two-rider experience, however, had started at the first with an interactive element to the ride simulator. The company mounting on their HTC Vive headsets, Ultrahaptic hand trackers so the player could grab items as their traversed the speeding coaster track, scoring points. TRIOTECH also revealed its next ride experiences in development to keep a regular supply of titles, and the company was keen to reveal it had ramped up the production line to deal with a strong initial order book.

Following along this popular category, and formula of approach, amusement powerhouse Raw Thrills, chose the amusement trade show to present their prototype interpretation of the virtual ride simulator. This version called ‘King Kong of Skull Island – placed the two riders on motion seats, and also included in this case Ultrahaptic sensors in the seat restraint to track hand movement – the players dropped into a wild ride through the mythical movie Skull Island, home to giant beasts, dinosaurs and King Kong.

Based on the movie property, the early version of the ride/game experience, placed players in a frantic jeep chase across the island, avoiding the monsters, and interacting with the game in scripted quick-time events – finally placed face to face with the legendary giant ape. Still in an early stage of development, the system followed a proven formula, but also hope to offer a cost-effective solution for operators wanting a VR platform. Raw Thrills had worked with HP to deploy the new Reverb headsets with their 5G performance.  The other example of the VR ride system at the show was a much more compact and basic offering. From Brazilian RILIX; the company presented an updated version of its non-motion pod called the ‘Rilix Coaster’. The original version of this system, first seen back in 2015.

King Kong of Skull Island
Image credit: KWP

This system offered as a low-cost solution for areas with high-foot-traffic that want to offer a VR experience in a unique package. As a low-cost system, comprises only a sub-woofer and wind-effect system, with the simple Oculus Go headset arrangement. The platform offered in three flavours as a standalone arcade piece, a system operated by rental companies, and as a self-service (vending machine style) platform for players to walk up and try. To allow this the system and headsets are ruggedized. It is this category of “Self-service VR Kiosk” approach to VR entertainment systems, which had become a new aspect of the market gaining momentum.

On the show floor were other examples of self-service VR kiosks – the first from VRsenal the company have designed a sleek upright kiosk with a tethered headset. The platform called ‘Beat Saber Arcade’ running the popular and well recognized VR music rhythm game licensed from Beat Games (recently acquired by Facebook). The system has been deployed in several entertainment facilities in the West and made unique use of the HTC Vive headset in a wireless configuration. The systems’ appearance at AEI was also to promote new partnerships with leading amusement distributors to help support sales of the platform to a wider operator-base.

The other self-service VR kiosks on display at the trade event was from VR LEO USA – the company showing their ‘LEO’ platform. Another large screen video kiosk with a tethered VR headset. This system, however, was not a single game solution but offered three VR experiences to select from, developed by the Chinese parent company. A unique element of the ‘LEO’ is its automatic retention system, that pulls the headset free of use after the game; and lowers it for the next player. While pulled into retention, the platform self-disinfects the headset with high power ultraviolet lights.

VR Leo USA
Image credit: KWP

This hygiene element has started to be seen employed across all aspects of VR entertainment system deployment. Long before the global health crisis, the LBE VR scene has been employing measures to secure the continued health and safety of the users on this medium. Now with the full glare of the Pandemic on our doorsteps, the reality of how VR will be deployed in social entertainment is being re-addressed. The question is if unattended self-service platforms such as above will need to be re-evaluated for deployment in the new market.

This concludes the first part of our report on the developments in the commercial entertainment VR arena, now we move to the second part, and looking at emerging trends and the outlook for the sectors future #AfterLockdown.

The Virtual Arena: LBE VR Success on Parade (Part 2.)

In his coverage of the immersive Out-of-Home entertainment scene for VRFocus, in his second part of his latest Virtual Arena column, Kevin Williams reports from the IAAPA trade show on the other emerging categories of “VR Enclosures”, and “Arena-Scale VR” both including backpack PC and now the new launch of Standalone systems.

In this, the second part of our coverage of the mammoth International Association of Amusement Parks and Attractions (IAAPA) held in Orlando and covering some 580,000 net square feet of exhibit space, and accommodated some 1,140 exhibitors – of those exhibitors it was calculated that over 70 of these had some form of VR product or initiatives on display.

IAAPA 2019 hall
The vast vista of just one hall of the IAAPA 2019 show floor. Image credit: KWP

Continuing the different categories of VR business that were on display during the convention and we come to “VR Enclosures” – this represents the creation of structures that enclose a space within a facility to offer a VR experience. This is best illustrated by leading provider HOLOGATE, who has developed and launched its ‘HOLOGATE Arena’ placed with some 300 active locations throughout Europe, the Middle East, the Asia-Pacific region, and North and South America. The four-player tethered enclosure revealed that the company would be moving from HTC headsets to using the Valve Index. And at IAAPA it also launched an eye-catching ‘HOLOGATE Tower’ – a two-floor steel platform that doubles the floor space to play on.

The company also entered the motion racing VR scene with its new ‘HOLOGATE Blitz’ – the developer partnered with an established motion platform manufacturer to create a unique motion cockpit system as a companion to the successful Arena. As we have seen in the first part of this report, the interest in VR racing simulator videogames has grown, and HOLOGATE is looking to offer a varied selection of both content and VR experiences to drive interest in this platform. 

Another VR enclosure developer that had big developments at IAAPA was Minority Media, the company is the developer of the four-player ‘Chaos Jump’ enclosure, and building of success selling this system launched their new ‘Transformers: VR Battle Arena’, created in collaboration with Hasbro. Again, four players battle against each other, but this time the videogame uses the new version of the StrikerVR haptic weapon for added immersion.

Hologate Blitz - IAAPA 2019
Extreme racing on the HOLOGATE Blitz. Image credit: KWP
Transformers: VR Battle Arena
Transformers: VR Battle Arena at IAAPA 2019. Image credit: KWP

One of the other VR enclosures developers on the show floor was Inowize, presenting the ‘VR Quest Arena’ – this is one of the first systems that offered six-player competition within their platform, using tethered HTC Vive Pros. The company has also partnered with an already established sales veteran, sharing space in the Amusement Products booth during the show.

Aiming at a younger audience has been the focus for several the new VR enclosure developers, hoping to attract the widest demographic. One such developer presenting at IAAPA 2019 was AlterEyes with its ‘DOJO’ – this system using the latest wireless HTC Vive Pros, uniquely able to accommodate four synchronize players. While another developer Boxblaster VR also presented a cost-effective tethered four-player VR enclosure platform, also announcing that its moving across to the Valve Index headset.

Inowize - VR Quest Arena
Inowize’s VR Quest Arena. Image credit: KWP
AlterEyes - Dojo
The AlterEyes DOJO at IAAPA 2019. Image credit: KWP

Another example of the successful deployment of this approach to VR entertainment, the Funovation represented their partnership with Virtuix, (the pioneer of “Active VR”) – who launched last years’ ‘Omni Arena’, a four-player VR enclosure employing their omni-direction movement system and HTC Vive headsets. Virtuix has focused their system on offering a perfect competition platform partnering with HP, to double the 2020 eSports prize-pool from $50,000 to $100,000. The company also announced the launch of the new eSports game ‘Elite Force’, a player-vs-player military blaster.

Another company that has expanded the approach to a VR enclosure from just a structure, but into a full game stage is MajorMega – presenting at the Orlando show its completed ‘Hyperdeck’ platform. Offering multi-sensory effects (wind, heat, motion), running the HTC Vive Pros for the four-players. The company has already seen a strong return on investment numbers while on test at a few well-known venues, and during IAAPA the company gave a sneak peek of its next videogame title on the system called ‘Dream-Saver’.

Virtuix Omni Arena IAAPA 2019
The Virtuix Omni Arena. Image credit: KWP
MajorMega Hyperdeck
The MajorMega Hyperdeck in action. Image credit: KWP

The development of VR enclosures that also expand into the other new category of “Arena-Scale VR – Backpack” was also witnessed, as well as the pivoting of many consumer VR developers into supporting LBE VR. Exhibitor IMMOTION was working in association with Survios to launch ‘Raw Data Arena’, a VR 4m x 4m multi-player enclosure based on the popular game. While Vertigo Games’ LBE VR division Vertigo Arcades made the trip to the Orlando show with their LBE version of their popular ‘Arizona Sunshine’ and their new release ‘Corsair’s Curse’. Both running on backpack PC’s and using HTC Vive Pro headsets.

Not all Arena-Scale VR – backpack systems are housed in enclosures and many builds on free-roaming spaces dedicated for their deployment. One of the veterans of this space is Zero Latency with its multi-player “warehouse space” VR experience. The company showed at IAAPA the Gen 2 VR System, developed in partnership with HP, Microsoft and Intel, with an HP backpack and HP Reverb headset. Zero Latency has started the process of retrofitting across some of their 41 venues, recently adding MeetupVR in London Wembley at Boxpark (as covered in the recent VRFocus report).

More exhibitors promoted their platforms that offered a multi-player arena-scale solution; developer Ideas Extremas presented their ‘VR Ideas – Cybengerz VR Arena’ – a three-player using wireless HTC Vive headset so removing the need for a backpack. While developer ARena Space showed its wireless HTC Vive Pro multiplayer platform, deployed in the companies established chain of stores. The appearance of wireless solutions shows the latest phase of development, while examples of the use of standalone headsets was also evident.  

Another Backpack PC VR provider is VEX Solutions – the company showing at the show their previously launched ‘VEX Adventure’ – run as a large VR enclosure employing FX elements such as vibrating floor and heat elements – along with the four players wearing haptic vests and HTC Vive headsets. But the company also launched a new variant of this approach with their “Arena-Scale VR – Standalone” system called theVEX Arena’. This platform making use of the Oculus Quest headset, the company offering a flexible game space of between 16 up to 100 square meters – with between two or 12-players.

Arizona Sunshine LBVR IAAPA 2019
Vertigo Games’ Arizona Sunshine LBVR enclosure. Image credit: KWP
VEX Arena IAAPA 2019
The VEX Arena deployed on the Oculus Quest. Image credit: KWP

Another exhibitor with this approach was ANVIO that showed their Standalone VR system running on the Oculus Quest. This was not the only company that looked at Standalone mobileVR headsets, with their all in one approach to offering immersive experience as a new opportunity for cost-effective deployment in the LBE VR scene, and there are several other manufacturers on and off the show floor that are taking the same approach. So much so, that OculusVR has undertaken to re-evaluate their approach to Enterprise business (including LBE VR) and will be making an important announcement in the coming weeks.

But not all Standalone developers are depending on the Oculus Quest – there are several alternative hardware offerings. Emerging VR developer SPREE Interactive; (formerly known as Holodeck VR) has created a suite of Arena-Scale VR experiences that use the Pico standalone headset. The company creating multiplayer free-roam experiences based on their patented technology aiming at a family-friendly approach with their ‘SPREE Arena’.

As touched upon in our previous report SPREE Interactive have taken their tracking technology and in cooperation with VR Coaster launched their ‘VR Bumper Car’ platform, converting a conventional bumper car attraction into a virtual experience – again using their standalone headsets. The company has also built on a third partnership with Hollywood VFX team Pixomondo – to launch a new experience called ‘Mission to Mars’. This free-roaming VR experience accommodating 20-players and allowing them to explore mans’ attempts to inhabit the Red Planet.

SPREE Arena
The SPREE Arena in operation. Image credit: KWP
SPREE VR Bumper Car
Taking SPREE Interactive’s VR Bumper Car for a spin. Image credit: KWP

Obviously, these two features can only offer a snapshot of this amazing trade gathering regarding some of the myriad of exhibitors that came to IAAPA 2019 – but shows the incredible diversity in development in VR applications for Out-of-Home entertainment. 2020 will continue to see the diversity grow with the launch of new hardware and entertainment platforms continuing, and also the opening of a number of the latest LBE facilities across major cities such as from Sandbox VR and The VOID, (to name just two). Watch this space for the next series for reports from this dynamic sector.