The Virtual Arena: The Ascendance of Arena-Scale Entertainment – Part 2

The Virtual Arena

The second and final part of his report observing the current immersive Out-of-Home entertainment scene for VRFocus. In his latest Virtual Arena column, industry specialist Kevin Williams concludes his overview of the Free-Roaming VR sector in LBE, and looks at the key developments, and the next phase of investment as the market re-emerges.

Continuing the coverage of the impact that free-roaming out-of-home entertainment is having on the re-emerging market, we see that major IP and a continuation of business are driving the sector. While many tried to paint the post-COVID LBE VR market as doomed – the reality is that the market has started to re-emerge from lockdown and are seeing a return of their audience, while the operators that have survived the loss of business now look to the investment towards the next phase of establishing their prospects.

Battle Arena
Battle arena – Image credit: KWP

The Re-emergence of the Free-Roam Business

Establishing a full suite of VR entertainment experiences for the various needs of the entertainment venue business has been a constant challenge for many corporations. One of those that has established an important place in the market is VRstudios. Along with the company’s enclosure and free-standing VR platforms (‘ATOM’), they have also defined backpack VR arena experiences with their ‘FLEX’ VR game arena platform. Supporting from four to eight players in either small 25’x25’ to big 40’x40’ arenas, using their Attraction Management Platform (AMP) to integrate the hardware support working with the HTC Vive headset and HP backpacks.

The company before the pandemic had installed the first ‘FLEX Arena’ system in partnership with entertainment chain Dave & Buster’s demonstrating the value of adding a new attraction and revenue source to otherwise underutilized space. This level of flexibility opening the opportunity to venues of all scale to include a free-roaming arena in their offering. As with all their range, ‘FLEX’ is supported by the company’s overarching Attraction Management Platform (AMP) that handles content and operation of their systems – and also supports the VR sports competitive element of their platform, bringing an eSports capability to the ‘ATOM’ and ‘FLEX’, and free-roaming experiences, in general.

Nomadic VRthe company had initially wanted to develop their own videogame content, but after an initial process, reverted to a partnership to license a version of the popular zombie shooter from Vertigo Arcade (‘Arizona Sunshine: Contagion Z’). But soon the reality of what they offered impacted the plans of the operation. Long before the pandemic, Nomadic had closed its Orlando flagship venue (only open some eleven months) and plans for Las Vegas and Los Angeles sites were shelved. But the company has built on the valuable lessons it has learned from operating in the sector and during 2019 partnered on a major installation creating a pay-to-play LBE VR experience, Vader Immortal: Lightsaber Dojo, based on the consumer VR experience (Star Wars Lightsaber Dojo). In September it was announced that following this initial test, Nomadic and ILMxLabs would be partnering to make Lightsaber Dojo more efficient for family entertainment centres and arcades to operate in a tethered upright amusement version.

Vader Immortal Lightsaber Dojo

Backlight – known for their innovative VR escape game and arena-scale attraction has not been dormant during the lockdown period and are part of the new opening news. The Las Vegas-based AREA15 venue labelled as a 200,000-sq.,ft., “experiential art, retail and entertainment complex”, will be the flagship location for a brand new platform from Backlight – a 6,000sq.,ft., space that will have two groups of six play. The ‘OZ Experience’, pop-up LBE VR installation that will utilize backpack PC’s and offer a compelling attraction to support the eclectic mix of partners for this experimental entertainment venue. But Backlight has also been working on other projects launching this year based on their VR escape gaming and new innovative experience platforms. The company looking at rolling out their new innovative platform for wider deployment, most recently for their groundbreaking free-roaming experience Toyland: Crazy Monkey – combining a unique D-BOX motion seat system, married into the free-roaming experience, players take on hordes of toy enemies as they are shrunk into toyland.

Toyland
The motion seat part of the unique Toyland experience. Image credit: YMAGIS

While others are re-assessing their LBE VR aspirations, other new incumbents are entering the water and applying much of the lessons learned from theme park style attraction presentation. One of the veteran attraction manufacturers is Mack Ride (part of Mark International) and they have over recent years established a media-based interest. Launched in September YULLBEFull Body Tracking Free-Roaming VR Experience, developed by new division MackNeXT in cooperation with VR Coaster and Mack Rides. Working in calibration with motion tracking specialists Vicon, the YULLBE attraction offers two unique arena-scale experiences which can accommodate up to 32 users – what could be called an “Attraction-scale Platform.” The first being a fully tracked, backpack PC experience presented through the Pimax 4K VR headsets (customised for the attraction). But this is not a one-off installation, YULLBE is part of a roll-out of a chain of LBE VR centres across Europe.

YULLBE
YULLBE players don Pimax and PC backs. Image credit: MackNeXT

The European developer DIVR Labs has proven to be a strong developer of free-roaming VR experiences, most notable for their installation at the Hamleys Toy Store in Prague in the Czech Republic. The operation reconfigured the basement of the toy store to turn it into the Golem VR attraction. An arena-scale immersive experience that was based on the 15th Century Prague folk law, where Rabbi Löw created a creature known as a Golem. The attraction employing backpack PC’s, Oculus Rift CV1 headsets and the use of Ultraleap hand tracking – players in groups of four traversing the virtually created cityscape, the environment employing physical as well as virtual effects with great results.

Building on this success and the DIVR team started to roll out several experiences at new locations but were impacted by the lockdown of business with the global situation. Now re-emerging from this lockdown and the company reveals its first new installations at the Premium Outlet Prague Airport called Meet the Dinosaurs. The free-roaming time-travelling dinosaur experience transporting groups of four players back 80 million years, in an area of ​​150 square meters (players using backpack PC’s and HP Reverb headsets). Quickly following on from this, and the third DIVR location opened in the UAE.

DIVR Labs

One of the European developers that has grown a strong following in the LBE VR, is Swiss-based TrueVRSystems. Having been one of the first to develop an effective free-roaming platform incorporating multi-player and physical effect immersion – the operation has gone on to license its platform across numerous sites. During last year, the company announced plans to expand the level of capacity of their virtual worlds, accommodating 10-player simulations. This was the fifth VR arena-scale experience created by the company, supporting the OptiTrack system, and running on Oculus Rift CV1 headsets – with the use of the StrikerVR weapon system. At the time leading up to lockdown, the operation had content licensed across some 13 venues, with plans for new US and EU venues. 

A crowded landscape of free-roaming developers and one of the early developers is VEX Solutions – with a suite of different VR applications, the company has their VEX Adventure turnkey platform, offering 6m x 6m virtual arena for players for up to four PC backpack wearing players, using HTC Vive headsets, including the use of haptic vests. The VEX platform offers physical effects (heat, olfactory and vibration) within the arena to enhance the virtual experience – offering some six available games, on average offering 40-minutes of play from developers such as ECLIPSE and Backlight Studios.

Another backpack PC VR arena developer and operator is MASSVR – the company had established in Chicago their unique interpretation of the multiple player experience. Long before Fortnite was a thing, the company had installed an 8,000 square feet VR arena in a converted department store floor plan. This Westfield, Skokie location would be joined by a dedicated facility in Bloomington, IL – offering one of the largest mass playing experiences with some 16-players simultaneously. The game experiences are PvP style with teams battling through environments to capture the flag – but in a unique immersive element, the games incorporate virtual jetpacks and zip-lines, as well as an assortment of weaponry. The company with its emergence from lockdown announced the addition of its VR Champions high-action active game experience with a group of eight players in a “head-to-head” competition. 

MASSVR
Players ready for the MASSVR experience. Image credit: MASSVR

One of the start-ups that gained some coverage was BiggerInside – the company showed a free-roaming concept back in 2019 at the IAAPA Europe event and went on to roll out their concept called Protocol 223. It uses the Microsoft MR tracking system, with HP Reverb headset and HP-Z-VR backpack PC – the system had the additional element of full body and hand tracking through extensive “eXosuit” fully body tracking, favouring a softer style of play away from players brandishing weapons. The four-player game arena also included physical maze wall elements to marry the physical and virtual worlds together and created a unique PvP style of experience.

The VR arcade scene has striven to broaden its appeal, looking for the latest innovation to keep relevant. The ability to offer a turn-key arena-scale offering to the widest audience has seen the free-roaming genre added to the libraries of content providers. One of the established facility management and content providers to hundreds of VR arcades is Synthesis VR, and in August the company partnered with Secret Location, to launch a free-roaming, multiplayer version of their previous popular content, releasing Blasters of the Universe: Infinity Forever. This attraction takes the original wave-based shooter and brings it to the world of arena-scale.

Blasters of the Universe: Infinity Forever

As previously reported other developers have started to offer free-roaming plug and play solutions for operators wanting to add this level of entertainment to their facility. As we covered in the first of our venue visits after lockdown, the escape room scene has embraced VR – and we had seen that Vertigo Arcades, along with an arena-scale version of their popular Arizona Sunshine, had released the brand new title Ghost Patrol VR, also for four players and also as a simple turn-key VR arcade addition. Vertigo Arcades had worked closely with Nomadic on a unique version of their popular title, creating Arizona Sunshine: Contagion Z as an exclusive version only for their LBE venues. Charting the major movements in the LBE sector of late, and just as we went to the wire news came from the Dutch game’s parent. It was announced that Vertigo Games Holding had had 100-per-cent of their shares acquired by Koch Media GmbH Austria – a wholly-owned subsidiary of Embracer Group AB, (more commonly known as THQ Nordic), for $59.3m. 

Other major developments continue to underpin the more positive nature of this sphere of immersive tech following the upheaval. SPREE Interactive – despite COVID-19, major venue openings have been taking place. In August SPREE Interactive in partnership with Pixomondo (Hollywood FX house) and broadcaster giant ProSieben launched Mission to Mars attraction at Forum Schwanthalerhöhe, Germany. An example of a pop-up retail unit installation for an immersive 10-player free-roaming VR experience. ProSieben’s popular Galileo television program is recreated immersively with a 15-minute VR experience, having guests take on an adventure to investigate humanity’s possible survival on the red planet. The attraction employing Pico standalone VR headsets and SPREE’s unique architecture that alleviated the need for backpack PC’s. Opened in August as the European LBE VR scene re-emerged from lockdown, an extremely popular attraction with audiences seeing over 60-per-cent capacity which has led the mall owner HBB to expend the attraction until the end of November.

Red Planet - SPREE Interactive
Players get ready to visit the Red Planet. Image credit: SPREE Interactive

Hyperverse – had heavily promoted their interpretation of what was needed, with their “full-immersion free-roam VR park” concept. The company had achieved initial success with installations as part of existing entertainment venues in Moscow, Chelyabinsk, New York, and Samara, the operation had initially raised some $1.5m in investment. Their hopes of being a turn-key solution was difficult as the water became crowded with more start-ups entering the free-roaming arena. Offering three free-roaming experience for between two and six players over 25-minutes, at venues such as Moscow’s ArenaScape.

While most arena-scale investment has been for LBE VR as seen in these reports, there are new applications for free-roaming experiences being developed for the arts. It was revealed recently that in London, The Royal Opera House (ROH) has been developing the first “hyper-reality opera” in partnership with Figment Productions (known for their work in theme parks and attractions). The free-roaming VR experience will place the user in the heart of an original operatic, artistic creation (inspired by the freeing of Ariel from The Tempest). The arena-scale application incorporating 4D effects married to the immersive experience, is called Current, Rising. It is scheduled to open later this year in the Linbury Theatre, part of the Opera House in Covent Garden, London. In what has been described as “historic stagecraft and cutting-edge technology”.

The Road Ahead

One of the key aspects of the latest phase of development in LBE VR has been the adoption of free-roaming applications. What industry specialist KWP has dubbed “Phase Five” of the latest adoption of VR into the commercial entertainment landscape, where vast cumbersome and technologically complicated free-roam arenas were deployed. In many cases employing camera-based mapping and tracking of objects in a complicated ballet usually referred to as SLAM (Simultaneous Localization Mapping). With advancements in technology and the simplification of the process the ability to track multiple users within an arena has been achieved, and the cost reductions are being applied towards creating cost-effective solutions.

The new generation of FAM (Flexible Arena Mapping) platforms will drive the investment in more free-roaming installations. No matter the consumer VR scene hopes to encroach on the experiences achievable with free-roaming, such as with “Co-Location” – the unique entertainment offering from this installation in a commercial setting, is still highly compelling, and unbeatable.

Oculus Insight: Facebook Details Quest’s Inside Out Tracking System

Facebook provided background on the development of the inside out positional tracking technology which enables both Oculus Quest and Rift S to operate without any external cameras.

A pair of blog posts published today by Facebook explain how a team spread across the company’s VR development labs in Zurich, Menlo Park, and Seattle built the technology.

Facebook Optitrack Oculus Quest Home Testing
Facebook employees installed OptiTrack cameras in their own homes to test out VR tracking in a variety of conditions which could be used as the basis to improve Oculus Quest’s tracking system.

According to Facebook, the company used OptiTrack cameras and “by comparing the measurements recorded with the OptiTrack cameras with the data from Oculus Insight, the engineers were able to fine-tune the system’s computer vision algorithms so they would be accurate within a millimeter.” Employees tested out the cameras in their own work spaces and homes to recreate a variety of conditions in which a headset like Quest might be used.

Here’s how Facebook described the process:

“The OptiTrack systems would track the illuminators placed on participants’ HMDs and controllers and throughout each testing environment. This allowed us to compute the exact ground-truth 3D position of the Quest and Rift S users and then compare those measurements to where Oculus Insight’s positional tracking algorithm thought they were. We then tuned that algorithm based on the potential discrepancies in motion-capture and positional data, improving the system by testing in hundreds of environments that featured different lighting, decorations, and room sizes, all of which can impact the accuracy of Oculus Insight.”

“In addition to using these physical testing environments, we also developed automated systems that replayed thousands of hours of recorded video data and flagged any changes in the system performance while viewing a given video sequence. And because Quest uses a mobile chipset, we built a model that simulates the performance of mobile devices while running on a general server computer, such as the machines in Facebook data centers. This enabled us to conduct large-scale replays with results that were representative of Quest’s actual performance, improving Insight’s algorithms within the constraints of the HMD it would have to operate on.”

Facebook says that to get this same Simultaneous Localization And Mapping (SLAM) technology to work inside slimmer AR glasses, they’ll have to figure out how to reduce latency further while “cutting power consumption down to as little as 2 percent of what’s needed for SLAM on an HMD.”

Here’s a video detailing how the technology works:

The post Oculus Insight: Facebook Details Quest’s Inside Out Tracking System appeared first on UploadVR.

OptiTrack Shows Hundreds of Simultaneously Tracked Objects in a Single VR Experience

OptiTrack at GDC last week showed off a demonstration of their enterprise/commercial tracking technology which is capable of accurately tracking hundreds of objects simultaneously in real-time. For those building out of home applications with VR, OptiTrack now has available a set of add-ons and a suite of tools for tracking of Rift and Vive headsets, bodies, and props, including a SteamVR plugin.

At the company’s GDC booth last week, OptiTrack had one of their modular tracking volumes set up with 25 cameras tracking 140 real-world objects simultaneously. Most of the objects were custom-made giant Jenga blocks which were (each individually tracked), along with VR headsets, gloves, and more.

Wearing a wireless HTC Vive Pro (with an OptiTrack tracking add-on), I was able to play a complete game of Jenga purely by relying on the mediated information coming through the headset.

The demo showed the capability of the OptiTrack system to accurately track objects with only a single active marker visible—thanks to an array of cameras which can accurately triangulate, plus an on-board IMU for rotation and acceleration—leading to robustness against occlusion by brute-forcing the problem with highly redundant camera coverage.

The result was that at the booth, even with lots of attendees mulling about and playing interactively with the Jenga blocks (which were largely occluded except on the sides, thanks to being stacked in towers), while maintaining high-performance tracking.

To demonstrate the tracking performance, the OptiTrack team also set up the blocks as dominoes to knock them down. While it looks outwardly like a physical simulation rendered in the computer, there’s actually no physics calculations happening at all, just raw motion tracking information of how the blocks are individually moving in the real world.

With the ability to track hundreds of objects at once, in a VR context one might imagine an entire ‘set’ of props in a single room—chairs, desks, balls, guns, swords, and other objects—all of which could be tracked in addition to multiple users in VR headsets which could cooperatively use the objects as part of an entertainment experience. OptiTrack says they haven’t found a practical limit on the number of tracked objects their system can support, even after experimenting with more than 300 at a time.

In the last few years OptiTrack has been building out its software and hardware to support out of home XR applications. The company now sells ‘snap-on’ faceplates for both the Rift and Vive, which augment the headsets with the markers needed for large-scale OptiTrack tracking, as well as ‘pucks’ (self-contained trackers for attaching to arbitrary objects), and an ‘active tag’ which can be used to create custom-made tracked objects (like the Jenga blocks shown at GDC).

SEE ALSO
Oculus Research Devises High-accuracy Low-cost Stylus for Writing & Drawing in VR

OptiTrack also says they’ve built an OpenVR plugin which allows their tracking to transparently replace SteamVR Tracking, enabling compatibility between OptiTrack tracking and SteamVR content which is useful for developers building out of home VR content for Vive headsets.

A minimum of three OptiTrack cameras are required for tracking, the company says, with arbitrary numbers of additional cameras able to be added for larger tracking volumes and robustness against occlusion. While the hardware is no doubt expensive (with single cameras starting at $1,500), the company’s tracking platform is becoming an increasingly comprehensive and scalable solution for large-scale, high precision XR tracking.

The post OptiTrack Shows Hundreds of Simultaneously Tracked Objects in a Single VR Experience appeared first on Road to VR.

OptiTrack to Showcase its Signature Pulse Active Tracking Technology at GDC 2019

OptiTrack’s tracking technology is used by location-based entertainment (LBE) centres specialising in virtual reality (VR) around the world, and at GDC 2019 this week the company is showcasing its latest tech. 

OptiTrack Jenga Demo

Guests at the expo will be able to see OptiTrack’s latest six degrees of freedom (6DoF) system with its Signature Pulse Active tracking technology, via a custom-built demo based around Jenga blocks.

“We wanted to highlight some of the things that make OptiTrack technology so popular with the world’s location-based VR professionals, so we developed a live show that demonstrates that our systems track everything, which allows LBVR experience designers to fully express their creativity, without worrying about technical limits,” said Brian Nilles, CSO at OptiTrack in a statement. “So we built an LBVR set that will track everything within it, including two sets of Jenga blocks, which people can play live – and in VR, and we embedded our Active tracking tech in everything else in the experience in order to open people’s imaginations to the possibilities.”

The ‘Track Everything’ GDC demo features more than 130 objects tracked simultaneously with OptiTrack’s Signature Pulse Active, with the system specs reportedly delivering:

  • Positional errors  < 0.2mm
  • Rotational errors < 0.02 deg
  • Tracking areas > 10,000 sq ft (930 sq m)
  • Number of tracked objects > 250 with a single PC
  • Signature Pulse Active: each individual LED is tracked and identified independently
  • Enables tracking of 100s of identical items
  • 100% drift free tracking

In addition to Signature Pulse Active, OptiTrack will also be showing the new HTC Vive Pro HMD clip and its plug-and-play integration, a prototype Manus VR/OptiTrack hybrid glove, and the OptiTrack integrated Striker VR haptic feedback weapon.

VRFocus will continue its coverage of OptiTrack as the LBE industry continues to grow, reporting back with the latest updates and announcements.

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.

 

Accidents and Injuries in VR – The Best & Worst of the VRFocus Team

With today being the dreaded April Fools Day, a barrage of ‘jokes’ designed to keep journalists on their toes in sometimes not obvious ways, VRFocus has decided to look at something a little more lighthearted: the accidents suffered by the team at the hands of virtual reality (VR) blindness. From damaged property to personal affliction, each member of the team has suffered in many ways through the passion to bring you the latest and greatest within the industry.

VR has the capability to accomplish a great deal. More than just entertainment, there are use cases across all manner of different industries including enterprise, education, healthcare and more. However, there are also pitfalls to the technology, arguably leading with blindness from the real world. Here’s the best and worst that has happened to the VRFocus team while immersed in all manner of videogames and experiences.

Skyrim_Header

The Death of a Carpet

During a particularly intense quest in The Elder Scrolls V: Skyrim VR late last year, working hard on delivering the ‘My Life as an Adventurer‘ series over the holiday season, I found myself vigorously attacking a dragon with both magic and an equipped short sword. Two arms flying, I wasn’t even aware I had made contact with a refreshing glass of cola flavoured beverage resting upon my desk. It was a good 30 minutes later before I removed the head-mounted display (HMD), and discovered the black sticky contents of the glass had been dispersed across the floor, forever claiming its trophy upon my cream carpet. No amount of scrubbing could save this casualty of VR war.

– Kevin Joyce, CEO/Editor, VRFocus.

samsung gear vr most innovative companies of 2015

Friendly Fire

Ah, accidents. We’ve all seen, and, let’s admit, taken varying degrees of glee in, footage of Victor Vive-User, Rachel Rift-Wearer and Peter PlayStation falling over themselves, running smack bang into a wall, or hurling their controller through their fancy new television while screaming their lungs out. But let’s be equally honest in that when it’s someone we know who is trying VR for the first time it is a great experience to watch and see them enjoy it.

That said you want to make sure it remains such and incidents like those often play on your mind.

I often used the VRFocus Gear VR to ‘initiate’ newcomers into immersive technology. With I might add, had an 100% rating of “this is awesome”. One such instance was when I was showing one of my best friends what VR could be like. We were at my house and conscious of the possibility of him hurting himself (as well as damaging my nice new television) we moved the furniture to make room and I kept a sort of watchful eye as he stood so he wouldn’t go backwards into the table behind him.

I forget what experience it was but it was some sort of horror title, perhaps Sisters. Creepy goings on were happening in any case. My friend was not scared however, in fact he was laughing.

“Oh. Hello!” He said cheerily to what I can only assume was an embodiment of imminent death and dismemberment. “You alright there? Yeah?” There was much laughter at his cool, couldn’t care less demeanour. Things wrapped up and I moved in to help him off with the headset and th-WHAM!

I staggered a pace backwards. I’d just been hit by a rocket uppercut, straight to the jaw. My friend having seen something had gestured wildly and unexpected me and socked me one. It was so quick I wasn’t even sure what had happened at first. Weirder still my friend did not realise what he’d done. Nor somehow did my other friend, who was watching this all intently from the front, apparently see what happened either.

Slightly stunned, I’d just been unwittingly sucker punched after all, I put the headset down and

“So.” I said, in between flexing my jaw in the way people do when they’re trying to get it to ‘settle’. “Enjoy the experience?”

“Yeah, great.” He replied.

“Good!” I exclaimed happily before thinking I’d hate to think what would’ve happened if he hadn’t!

– Kevin Eva, Digital Content Manager, VRFocus.

Isn’t Teleportation Real?

I spend a lot of time in VR, tending to be the main reviewer for HTC Vive and Oculus Rift titles. For all the videogames I’ve played, whether at home or at an event, I’ve never once properly injured myself or anyone else for that matter. Sure I’ve whacked a wall of two, wandered into a table, or seen a mate crumple to the floor scared shitless, but that’s yet to occur to me – which still surprises me.

However, I’m not completely immune to the powers of VR and its mystical ways. After a particularly long reviewing session I decided that some fresh air, sustenance and a proper leg stretch was in order so I decided to pop down to my local supermarket to grab some food. Stepping into the shop the bright, piercing, florescent lights seemed most dazzling but that wasn’t the issue. Standing at one end of one of those long refrigerated aisles I realised I had a yearning for sausages – about halfway up the aisle – so I turned and then wondered why couldn’t reach the delicious, pork filled food.

Well because I’d spent so much time teleporting around virtual worlds in VR, in that one moment, the briefest of seconds, I thought I could just teleport over (or more accurately had). Call it delirium if you want, but after realising the fact, my main disappointment was that I wasn’t any closer and now needed to walk on over. It’s never happened again – probably because I use smooth locomotion a lot more – but I’ll always have that moment where I though I could teleport my way out of hunger.

– Peter Graham, Senior Staff Writer, VRFocus.

Polybius screenshot 2

An Acid Trip Without The Acid

I’ve been fairly lucky in my VR escapades so far. Up until reasonably recently, my main VR device was the PlayStation VR, and my set-up and the configuration of my living room mostly precludes any seriously wire-related mishaps, as does my habit of using the cable as a orientation aid (as I’ve discussed previously). That said, I did make one mistake early in my days of using VR. I decided it would be an superb idea to spent a good few hours engaged in playing Llamasoft’s excellent trance-shooter, Polybius. I emerged from that surreal neon landscape feeling like I had been on a days-long bender.

I could smell colours. Gravity was sideways. Every light source seemed to have a faint pulsing glow around it. Recognising the symptoms of an imminent migraine, I crawled off to spend some time having a nice lie down in a dark room.

– Rebecca Hills-Duty, Staff Writer, VRFocus.

Losing the VR Umbilical Cord & Female Problems

If you’ve watched any of VRFocus‘ videos where I’m seen demoing a VR videogame, experience or even MR – I’ve cut away all the embarrassing parts. Some of you may have caught the real Nina in a blooper reel done after Gamescom but it is in general a hazard.

I am well known for rolling or crawling across the floor with a headset on and backpack strapped on my back to test the tracking of the headset in a space. I’ve done so with the Oculus Santa Cruz, StarVR and various other out-of-home VR setups that use Optitrack to locate players in a space. What I’ve often found with these untethered experiences is that I’m often found floating around – and when the digital and real world don’t quite match up, I end up walking into a wall or bashing my controller against something as demonstrated in the image below. Future untethered VR will definitely have to have some instructions and soft cushioning that comes in the boxes!

Nina_Neurogaming

Another one which quite surprised me was being unable to use the Go Touch VR attachments to my fingers and feel haptic feedback. This was because my fingernails were too long. I might be a rare breed of females playing VR with long fingernails, but that was a first. I certainly wasn’t going to go and find a nailcutter and cut my nails whilst running around the show floor! Something to bear in mind for all developers and engineers out there.

Though this isn’t exactly a cause for injury – for anybody who loves their hair, has big hair or doesn’t like looking dishevelled (especially when you have to stand in-front of the camera for a living); a few pointers. Never wear a ponytail (or style a whole outfit with the ponytail), it’s just not going to happen. Even with the HTC Vive’s audio deluxe headstrap, expect to take your beautiful ponytail out in order to have the headset sit comfortably on your head for the experience. Secondly, it’s advisable to put your hair in a braid of some kind. This is more relevant for the long periods of being in VR, because the moment you take it off – your hair can get entangled. Nobody likes their hair being pulled out.

– Nina Salomons, Video Content Producer, VRFocus.

 

Globacore Leverages OptiTrack for Warehouse-Scale Multiplayer VR

Digital experience agency Globacore, founded in 2004, was an early adopter of virtual reality (VR) technology, backing the original Oculus Kickstarter. With an Oculus Rift DK1 in hand, Globacore completed its first VR project, PaperDude VR, an internal demo showcasing the technology’s possibilities. Now, the company is making an aggressive push for large-scale multiplayer VR experiences with OptiTrack technology.

Escape Tomb VR key art

Globacore is focused on building experiences with a 60ft x 30ft footprint that can accommodate up to eight participants at a time. This newest venture debuted at Augmented World Expo (AWE17) in Santa Clara in late May 2017 and leverages a unique combination of OptiTrack Active and passive tracking technology. Most of the experiences created by Globacore are temporary installations, and John Bolton, CTO of Globacore, has been impressed with how OptiTrack technology performs on the road.

“The detailed walkthrough of the hardware and software gave our team confidence in building with OptiTrack, allowing us to setup an experience in the chaos of a trade show floor without worry,” stated Bolton. “It’s awesome knowing we can have a warehouse-scale VR experience up and running in a couple of hours and easily train our on-site team to manage it and set it up for the next event.”

Globacore’s interest in large-scale VR began with Escape Tomb VR in 2016. This untethered experience was showcased at the Samsung Developer Conference (SDC) that year, and presented a Mayan Temple-themed escape room which required participants to solve puzzles in VR, picking up objects and moving them to various locations around the 20ft x 10ft space. OptiTrack cameras tracked the positional data of objects in the space, which was then streamed over Wi-Fi to a Galaxy S7 in the Samsung Gear HMD.

“From assistance in putting together our initial prototype to providing real-time support during setup of our first free-roam installation, Jeff Beavers [OptiTrack’s Director of Interactive Technologies] made us feel extremely comfortable rolling out OptiTrack for our projects,” states Bolton. “We found OptiTrack’s pain-free calibration, understandable software, and fantastic support were significantly better than other systems we evaluated. We are not surprised that OptiTrack is the system of choice for leaders in the VR space.”

Freeroam VR key artThough Escape Tomb VR was extremely well received, the experience underscored an area for improvement. Since the majority of Globacore’s VR installations are for high traffic events like trade shows, the company recognised that higher throughput was needed. Having participants wait for three hours for their turn on a five-minute experience was not ideal so Globacore focused on optimising its workflow for creating multiplayer experiences.

For Intel’s Developer Forum in August 2016, Globacore built an untethered two-player VR experience, Virtual Code Battle. Using a 20ft x 25ft footprint and OptiTrack cameras for tracking, the experience arms participants with a weapon to take out computer bugs in a Tron style environment. Able to roam freely within the space, communicate via headsets and see each other in the virtual environment, participants work together to destroy bugs.

Globacore’s next projects currently remain under wraps. However, with the adoption of warehouse-scale VR accelerating across the globe it’s likely that we’ll hear more from Globacore in the near future. With CES 2018 just around the corner, stay right here at VRFocus for all the latest from Globacore and OptiTrack’s implantation in warehouse-scale VR experiences.

Oculus Research Devises High-accuracy Low-cost Stylus for Writing & Drawing in VR

Using a single camera and a 3D-printed dodecahedron decorated with binary square markers, the so-called ‘DodecaPen’ achieves submillimeter-accurate 6DoF tracking of a passive stylus. Lead by National Taiwan University PhD student Po-Chen Wu during his internship at Oculus Research, the work presents a low-cost tracking and input solution with many potential applications in virtual and augmented reality.

As shown in the video below, the ‘passive stylus’ in this case is an actual ball-point pen, allowing for a quick visual demonstration of the impressive accuracy of the tracking system, with the real and digitised drawings being almost indistinguishable from each other. Although the project focused on stylus applications, the video also highlights how the dodecahedron could be attached to other objects for virtual tracking, such as a physical keyboard.

According to the paper published on the NTU’s website, the DodecaPen’s absolute accuracy of 0.4mm is comparable to an advanced OptiTrack motion capture setup using 10 cameras—a combined resolution of 17 megapixels. The DodecaPen system achieves the same accuracy with a single, off-the-shelf, 1.3MP camera. The research clearly shows that marker corner alignment alone is not enough for robust tracking; the team instead used a combination of techniques detailed in the paper, including Approximate Pose Estimation and Dense Pose Refinement. The 12-sided shape was chosen to retain constant tracking quality, so that “at least two planes are visible in most cases.”

The key advantage of the DodecaPen is its simple construction and minimal electronics, making it particularly suited to 2D and 3D drawing. However, the team recognises its limitations and drawbacks, being prone occlusion due to the single camera, and relying on a reasonable amount of ambient light to maintain accuracy. Also, the paper notes that their computer vision algorithm is ‘slow’ compared to 300-800Hz motion capture systems, as well as Lumitrack, another low-cost tracking technology. DodecaPen’s solution is limited by the fiducial marker recognition software and the motion blur generated by the camera, resulting in unwanted latency.

The conclusion states that the system could “easily be augmented with buttons for discrete input and an inertial measurement unit to reduce latency and increase throughput.” A more complex stylus could also offer a better simulation of real drawing, including pressure sensitivity and tip tilt, which would make it better suited to emulate a pencil or brush rather than a pen. The problems of occlusion and limited low-light performance could be improved with multiple cameras with higher quality image sensors and lenses, but each upgrade would add to the system’s cost and complexity.

SEE ALSO
Oculus Research Reveals "Groundbreaking" Focal Surface Display

A made-for-VR stylus like the DodecaPen could prove to be a versatile tool for traditional productivity tasks in VR, which are largely limited today by a missing solution for fast and easy text input.

The post Oculus Research Devises High-accuracy Low-cost Stylus for Writing & Drawing in VR appeared first on Road to VR.

SIGGRAPH 2017: Convert Your Oculus CV1 Into An OptiTrack Headset With This Face Plate

SIGGRAPH 2017: Convert Your Oculus CV1 Into An OptiTrack Headset With This Face Plate

Tracking VR headsets across large areas is complex and complicated, especially when trying to use the existing tracking frameworks from either HTC’s Vive or Oculus’ Rift. As a result, companies like OptiTrack are trying to simplify things as much as possible.

The company’s newest system of cameras could make it more accessible than ever for companies to create large, warehouse-sized tracking environments for location-based entertainment and VR arcades. This week we even covered a new tracking puck, that looks similar to the Vive Tracker, OptiTrack is using for affordable full-body immersion.

However, even if you had the cameras and space getting headsets to interact with the system was another hurdle. Today at SIGGRAPH 2017 OptiTrack is showing a new clip-on face plate for Oculus Rift CV1 headsets that let them interface directly with their system.

The website’s description of the face plate states that you can “convert an Oculus CV1 into an OptiTrack Active ready HMD. [It] carries a factory installed Active Tag with 8 LEDs. Go beyond room scale with superior, low latency, artifact free tracking.” The face plate is listed at a price of $749.

OptiTrack is demoing the new Rift face plate using the $3,300 HP Z VR Backpack G1 PC to give a taste of what truly high-end cordless tracking feels like. See it in action here:

What do you think of OptiTrack and this new face plate? Let us know down in the comments below!

Tagged with: ,

OptiTrack to Showcase its Latest Tech for Arcade VR Tracking at SIGGRAPH

During the Game Developers Conference (GDC) 2017 earlier this year camera specialist OptiTrack showcased its new Active Tracking VR technology designed for free-roaming arcade area systems. The company isn’t stopping there as this week’s SIGGRAPH 2017 event will see two new advancements in VR tracking make their debut.

The first is a full-body motion traking system in a similar vein to how some developers are using the HTC Vive tracker. Designed for VR arcades, its aims to deliver accurately moving avatars for each of the participants in a multiplayer VR videogame, using OptiTrack Active pucks that are attached to a players hands and feet. The pucks deliver real-time animations so that players can see each others position, orientation and skeletal pose.

OptiTrack Active Puck

The other technology is a Self Calibrating Tracking system to reduce the overall complexity of setting up. Removing the needed to ‘wand wave’ everyday to recalibrate, following initial installation no further calibration maintenance is required and there is no deterioration of the calibration over time claims the company. This also reduces the need for staffing expertise in running the arcades.

“Full-body motion tracking and self calibrating OptiTrack systems have been at the very top of the list for all of our VR arcade customers,” said Brian Nilles, OptiTrack’s CSO in a statement. “The lack of a full-body tracking solution has been a glaring problem for consumers, who with today’s VR experiences often see no avatar at all, or at best, a crude animation of others activity in the play area. This market needed a high quality human tracking solution, with very little additional hardware on each participant, which makes OptiTrack Active the world’s first all-in-one tracking solution for out-of-home VR.

“The introduction of self calibrating OptiTrack systems is a huge benefit for all of our customers, but is vitally important to location-based VR because it dramatically reduces the time and steps to prepare the experience each day, and of course, can now be operated by arcade staff rather than experienced technician.”

There’s no confirmation on when OptiTrack might be rolling out these latest advancements, when further details are released VRFocus will let you know.