Linden Lab Sells ‘Sansar’ to Wookey in Effort to Refocus on ‘Second Life’

Sansar, Linden Lab’s VR-capable Second Life follow-up, is being spun out, the company’s CEO has confirmed.

Update (March 25th, 2020): Sansar has been acquired by Wookey Projects, a still fairly stealth San Francisco-based technology company. The exchange in IP is effective immediately. Linden Lab says in a blog post announcing the deal that Second Life will not be impacted at all, as it remains with its founding studio.

Linden Lab further says that many members of the Sansar team formerly employed by the company are “staying with Sansar as employees under its new ownership.”

The original article announcing the spin-off follows below:

Original Article (February 24th, 2020): First launched in beta in mid-2017, Sansar was Linden Lab’s first VR-native attempt at a virtual world platform. Designed to allow creators to build and host virtual worlds and experiences for other to visit, the platform struggled to gain traction and notoriety  among VR users. By 2019 the studio was dialing back its emphasis on Sansar as a VR-centric platform in an effort to draw non-VR users to the platform as well.

More recently Sansar has been rebranded as a “new live events destination from the makers of Second Life,” with an emphasis on virtual performances.

Image courtesy Linden Lab

Now Linden Lab plans to spin Sansar out of the company. As spotted by New World Notes, CEO Ebbe Altberg said as much in a company livestream last week.

“[…] we have decided that as Linden Lab we couldn’t continue to sponsor [Sansar] financially, so we’re looking for a ‘plan B’ for Sansar to continue. I can’t say much but we’re having very interesting conversations with several parties to help that project move forward, which I’m really excited about. But no deal is done yet so people just have to be patient and see what happens with it,” he said.

Second Life may be 16 years old and past its heyday, but it remains one of the most active virtual worlds out there with a concurrent usership in the neighborhood of 40,000 users and an active economy. While there have been some attempts to make Second Life VR-compatible, it’s fundamentally not build for use with VR headsets.

While Linden Lab said from the start that Sansar wasn’t meant to be ‘Second Life 2‘, it was clear from the attention given to it that the company hoped Sansar would be its next big thing. But now, Altberg says, the company will refocus its efforts on Second Life.

“But yes it’s true that Linden Lab going forward will focus entirely on Second Life and Tilia. I’m still busy making sure Sansar finds a great home and that the great work that that team started can continue. That’s where things are are, hopefully we can be more specific on what’s going on in the next couple of weeks or so.”

While some VR-focused virtual worlds, like VRChat, have found ongoing traction, many others have not, including High Fidelity, a VR virtual world platform founded by Philip Rosedale (who, interestingly, was the founder of Second Life). After raising some $70 million over the years, High Fidelity announced in mid-2019 that it would lay off 25% of its staff and switch its focus from VR to becoming a platform for remote workers, at least until the VR audience grows large enough for the company’s focus.

The post Linden Lab Sells ‘Sansar’ to Wookey in Effort to Refocus on ‘Second Life’ appeared first on Road to VR.

Sansar and Monstercat Partner on Music Entertainment Experience Call of the Wild

Independent music label Monstercat has been growing its virtual reality (VR) of late, most notably thanks to a collaboration with Beat Games and Beat Saber. Today, Monstercat has announced a new partnership with Linden Lab and its social VR platform Sansar, bringing live music and entertainment via Monstercat: Call of the Wild Experience. 

monstercat logo

Set to launch on 12th July 2019, Monstercat: Call of the Wild Experience will start with a virtual party to celebrate the label’s eighth anniversary. Featuring performances from more than a dozen Monstercat artists, free and premium tickets have now gone on sale via the Call of the Wild lobby in Sansar.

In the run-up to the event next week the lobby will feature special quests where visitors can earn prizes whilst unlocking clues to the party lineup. After the inaugural event, regular shows will be held every Wednesday at 1pm PT.

“Partnerships like these help us realize the very best of what virtual reality has to offer: access, connection, immersion – the feeling that we’re part of something bigger, no matter who we are or where we live,” says Ebbe Altberg, CEO of Linden Lab. “With the Call of the Wild Experience, we’re giving fans all over the world the chance to connect in a shared experience with other fans and the artists they love, but more than that, we’re using gaming to elevate the concert experience – questing, raffles, special in-game prizes, across both VR and PC. This is the future of live music, and we’re excited to have Monstercat on board.”

“We’re offering our fans something truly unique in the Monstercat: Call of the Wild Experience their own space to meet, connect and share creative ideas with each other,” says Dan Scarcelli, Head of Programming at Monstercat. “Social VR has the power to transform how communities gather online, and we’re thrilled to be leading the charge with Sansar.”

Monstercat has always done things a little differently when it comes to music distribution, ignoring conventional avenues like radio reaching fans within popular channels like YouTube, Mixer and Twitch, hence the VR partnerships.

If you’d like to check out the Monstercat: Call of the Wild Experience then it’s fairly easy to do so. Sansar is free to download, either direct from Linden Lab’s website or through platforms like Steam. While usable in standard desktop mode, for the best experience, use an Oculus Rift, HTC Vive, or Valve Index headset. For further updates on Monstercat collaborations in VR, keep reading VRFocus.

Sansar: Linden Lab reduziert VR-Fokus für soziale Plattform

Die soziale (VR-)Plattform Sansar von Linden Lab (bekannt für Second Life) zieht seinen Hauptfokus von VR ab, wie Ebbe Altberg, CEO von Linden Lab, kürzlich in einem Interview gegenüber New World Notes mitteilte. Grund dafür sind die vergleichsweise geringen Nutzer mit VR-Brillen.

Sansar – Linden Lab reduziert VR-Fokus für soziale Plattform

Mit Sansar veröffentlichte Linden Lab im Jahr 2017 seine soziale VR-Plattform für Creator, um eigene VR-Räume zu erstellen und diese für andere Nutzer zugänglich zu machen. Ebenso wie bei Second Life können die Anwender miteinander interagieren, um digitale Objekte und Inhalte innerhalb eines eigenen Ökonomiesystems zu vertreiben.

Während man sich damals noch stark auf das Thema VR fokussierte, sehen die heutigen Pläne komplett anders aus. In einem Interview auf der GDC 2019 im März sprach Ebbe Altberg über die zukünftige Ausrichtung des Unternehmens und welche Rolle die VR-Technologie dabei spielen wird. Demnach sind die aktiven Nutzerzahlen der VR-Erfahrung vergleichsweise äußerst gering. Bereits seit dem Release waren klassische PC-Monitornutzer die Hauptzielgruppe der sozialen Erfahrung:

Ich weiß nicht, wie die genauen Zahlen lauten im Vergleich von Desktop gegenüber VR: vielleicht 75 % zu 25 % oder sogar 80 % zu 20 %. Entsprechend kann man verstehen, dass wir es weniger als ein VR-Thema pitchen.”

Als Sansar veröffentlicht wurde, war die Virtual Reality in aller Munde. So setzte man auf dieses Pferd, um auch die eigene Plattform ein wenig vom Hype profitieren zu lassen. Letztlich wollten die Devs allerdings für eine optimale Erfahrung sowohl für VR- wie auch Nicht-VR-Nutzer sorgen:

Es war heiß, angesagt und interessant, über VR zu sprechen, und wir sind ein wenig darauf aufgesprungen, aber letztendlich ist es unser Ziel, dass Desktop- und VR-Nutzer Sansar gleichermaßen genießen können. Ich schalte hin und her; ich fahre auf dem Desktop herum, aber wenn ich mit Leuten rumhänge, ziehe ich definitiv meine “Ausrüstung” an und tauche ein, weil es so viel immersiver ist, mit Leuten rumzuhängen und Sachen in VR zu machen.

Eine derartige Ausrichtung kommt allerdings mit größeren Herausforderungen daher. Alleine die unterschiedlichen UI’s erforderten eine Menge Ressourcen und Aufwand, um sie parallel zueinander zum Laufen zu bekommen. Im Vergleich zur Desktop-basierten Anwendung wurden allerdings nicht sämtliche Möglichkeiten bei der VR-Option zur Erstellung von Inhalten ausgereizt.

Sansar-Linden-Lab-Second-Life-VR-HTC-Vive-Oculus-Rift

In Zukunft wolle man die Nutzererfahrung durch Updates langfristig verbessern. Die Plattform befindet sich nach wie vor in der Betaphase und zielt derzeit auf die Zielgruppe der Creator ab. Erst zum Release der Vollversion wolle man seinen Radius erweitern und auch Casual-Nutzer anziehen.

Über die genauen Nutzerzahlen schweigt Herr Altberg, allerdings lässt er verklingen, dass der geistige Vorgänger Second Life, welcher nach wie vor parallel betrieben wird, weiterhin die Haupteinnahmequelle des Unternehmens darstellt. Insgesamt 70 Entwickler arbeiten momentan an Sansar, während das Dev-Team von Second Life knapp 130 Entwickler beheimatet.

Second Life konnte mehr als eine Million Nutzer anziehen und weist heute knapp weniger auf. Was bräuchte es, um eine Plattform aufzubauen, die bei richtiger Umsetzung mit der richtigen Strategie Dutzende oder Hunderte von Millionen Menschen aufweisen könnte? Um dies zu erreichen, war vieles, was wir in Sansar gemacht haben, anders. Wir haben solch einen Erfolg noch nicht erreicht, aber ich denke, es ist definitiv einen Versuch wert, denn ich denke, es ist möglich.”

(Quelle: New World Notes | Road to VR | Video: Sansar YouTube | Wagner James Au YouTube)

Der Beitrag Sansar: Linden Lab reduziert VR-Fokus für soziale Plattform zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Linden Lab CEO: ‘We’re Pitching ‘Sansar’ Less as a VR Platform Now’

Linden Lab’s website maintains Sansar is their platform for creating social VR experiences, and that “Sansar will democratize VR as a creative medium, making it easy for people to create, share, and sell their own social VR experiences.” It seems however the company is less bullish on VR now that hype has died down—at least as far as the company’s messaging goes.

Speaking to New World Notes at GDC 2019 in March, Linden Lab CEO Ebbe Altberg says the company’s latest platform has always been a majority desktop experience ever since it went live back in 2017, and it seems he doesn’t expect that to change in the near term.

“Statistically, it’s always been a majority PC, desktop. I don’t know what the exact numbers are: 75/25, 80/20, of […] desktop versus VR. And so you’ll probably be seeing us less pitching it as a VR thing,” Altberg told New World Notes.

In the early days of release, Altberg says Sansar rode high on VR’s hype, however since hype has died down somewhat following the heady days of 2016 and 2017, the company is recentering its messaging around desktop users.

“It was hot, hip, and interesting to talk about VR, and we kind of rode that a little bit, but ultimately our goal is to make it so that desktop and VR can both enjoy Sansar. I switch back and forth; I cruise around on desktop, but when I hang out with people, I definitely put my ‘gear’ on and hop in, because it’s so much more immersive to hang out with people and do stuff in VR.”

Image courtesy Linden Lab

Altberg says that since day one, Sansar has been focused on bringing equal access to both desktop and VR users, however he admits it’s been a big challenge.

“You have to rethink a lot of user interfaces in dual. It’s kind of like desktop and mobile. It’s a very different paradigm in how things work. We want to make it so you don’t have some magic advantages on one versus the other. Certainly on more of the play side. On the create side, we dabble a little bit with VR, so that you can at least you look at your environment and move some stuff around but we didn’t go all out on VR creation. It’s definitely much more of a desktop creation environment.”

a scene from Ready Player One created in Sansar, image courtesy Linden Lab

While Altberg didn’t speak about Sansar’s concurrent user numbers in depth, its forerunner Second Life is still the core business for the company in the interim, and undoubtedly funding Sansar’s creation. The studio employs around 70 developers to build Sansar, while Second Life’s development team has around 130.

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Second Life has an audience that peeked just over a million, and is now just below a million. What would it take to build a platform that could, if executed properly with the right strategy, have tens of millions or hundreds of millions of people on it? That’s why a lot of the approach we took to Sansar has been different. We still have to prove that degree of success, but I think it’s definitely worth a shot, because I think it’s possible.”

Notably, High Fidelity, the VR social platform from Linden Lab co-founder Philip Rosedale, recently announced is taking a similar step back from VR by emphasizing the platform’s desktop userbase—something that appears to be in response to slow platform growth.

You can watch New World Notes’ full interview here.


Source: MIXED, New World Notes

The post Linden Lab CEO: ‘We’re Pitching ‘Sansar’ Less as a VR Platform Now’ appeared first on Road to VR.

This Week In VR Sport: Ice Hockey, eSports Socials Spaces And Extreme Sports

Every weekend VRFocus brings you a number of sports and eSports related virtual reality (VR) and augmented reality (AR) stories as part of This Week In VR Sport. This week, Sense Arena is hoping to improve ice hockey training with a new VR solution, Sansar and Fnatic partner to bring eSports fans a VR hangout space, and extreme sports title Rush VR is making it’s way to PlayStation VR. 

Sense Arena
Image courtesy of Sense Arena

Sense Arena Brings VR To Ice Hockey Training

A new VR technology that aims to revolutionize ice hockey training has launched following a test earlier this year with the Boston Bruins and is being boosted by a minor investment from Burins’ right winger David Pastrňák.

As reported by sporttechie, The Czech Republic-based company, called Sense Arena, launched the earlier this week and has official partnerships with a number of organizations in its home country, including the Czech Ice Hockey Association, the Faculty of Physical Education and Sport of Charles University in Prague, and the professional hockey club White Tigers Liberec.

The platform provides users with access to more than 70 training drills which are all designed to help players improve their hockey skills, reaction times, cognitive ability, and many more by allowing them to quickly complete and redo the training thousands of times even when off the ice. The solution is using a HTC Vive headset along with specially-engineered hockey sticks with small sensors on them, a mobile computer kiosk, and four other sensors that are placed in the corners of a room to help the platform track all the action.

Sense Arena is hoping to not only provide current players and teams with a new training solution but also provide new players with an engaging way to speed up their learning. Thanks to the analytics and review side of things, it makes it easier for players to see what they are doing wrong and improve on those mistakes in no time. The end goal is to have the technology involved in some of the biggest hockey markets in the world, including the NHL.

As the technology continues to roll out and get adopted by more teams, VRFocus will be sure to bring you all the latest.

Fnatic's Meta Bunkr

Sansar And Fnatic Partner To Provide eSports Fans A Way To Meet Cyberathletes In VR

Esports organization Fnatic have announced that they will be collaborating with social VR firm Linden Lab’s Sansar so that fans can meet Fnatic eSport athletes in VR.

As reported by venturebeat earlier this week, Sansar is creating the social VR site Fnatic Meta Bunkr which will be a virtual fan hangout designed to enable deeper community engagement. The platform is free-to-access on both PC and VR and the space will provide Fnatic fans with a place to gather together and connect, host events and meetups, meet popular players and personalities, and earn rewards and prizes. Since founding in 2004, the eSports company has won thousands of tournaments across 20-plus games, the most of any organization, and its fan base numbers are in the tends of millions, according to the company, which need a place to connect.

“As a professional esports organisation, Fnatic continues to break the mould from a playing and fan perspective,” said Benoit Pagotto, marketing director at Fnatic: “Just last weekend we claimed our seventh European League Championship Series title in League of Legends, whilst this collaboration with Sansar is a sign of how we’re always looking to enhance the viewing experience we deliver to our growing community of fans worldwide. There’s no doubt that virtual reality within the world of esports is the future of the sport, so we’re incredibly excited to deliver an enhanced more engaging experience to our fans.”

This is not the first partnership that Sansar have set up for their social VR platform as in the past they have introduced it to the Overwatch eSports scene and Greenwall VR.

Rush VR

Experience The Ultimate Thrill As Rush VR Comes To PlayStation VR

Originally released onto the Oculus Rift earlier this year the team at The Binary Mill have revealed that their extreme sports title Rush VR is coming to PlayStation VR later this year. The title sees players put on a wing suit and take flight across snowy terrain in high speed races that see them descending down mountains avoiding cliff faces and trees while hitting the checkpoints.

It isn’t just snow that players will be flying pass as they will be traveling the world and experiencing the thrill of base jumping in rocky canyons, green forest and many more locations complete with a dynamic weather system and day/night cycles. With 90 tracks to master and a number of different game modes including Time Attack and Score Challenge players will need to get use to flying fast if they want to earn the biggest score and take home first place. If that wasn’t enough there are also online leaderboards that mean you can compete with your friends or go head-to-head in 12 player multiplayer matches.

There is no release date just yet for the PlayStation VR release of Rush VR but it is planned to be before the year is out. You can see the announcement trailer below and VRFocus will be sure to bring you all the latest on the release in he future.

That is all for This Week In VR Sport. For more on immersive sport news keep reading VRFocus and remember to check back next week for another This Week In VR Sport.

Learn Star Trek’s 52-year History at the Roddenberry Nexus in Sansar

Star Trek fans might be enjoying some gameplay sessions on Star Trek: Bridge Crew The Next Generation DLC at the moment but those interested in learning about its history can do so in a new immersive way today. Sansar and Roddenberry Entertainment have collaborated on the Roddenberry Nexus, a portal into the Star Trek universe where fans can see the best of Roddenberry’s science fiction properties.

roddenberry

The Roddenberry Nexus houses a treasure trove of Star Trek memorabilia, including never-before-seen art and artifacts from Star Trek’s fifty-two-year history and new stories such as the short film Instant.

Looking to further involve fans in the history and lore of the TV shows and films fans now have virtual access to its archives, from anywhere in the world whilst providing a hangout space that will serve as a venue for future Roddenberry events and fan meet-ups.

“Roddenberry Entertainment always strives to be on the forefront of innovation, going where no one has gone before,” said Eugene “Rod” Roddenberry, CEO of Roddenberry Entertainment in a statement. “Sansar Studios is a leader in VR development and we are proud to partner with them on this new initiative, combining the history and legacy of Roddenberry with their groundbreaking technology.”

roddenberry

“We really do see VR as a new frontier for fan engagement,” says Jason Gholston, Head of Sansar Studios. “We’re not just tapping into fans’ collective nostalgia; we’re actively empowering them to reach out and touch television history, in a way that might not be possible in the real world. We’re thrilled to be able to preserve these pieces for future generations, and to find such amazing collaborators in Roddenberry Entertainment.”

Visitors to the Roddenberry Nexus will be able view and virtually interact with artifacts from the show’s development – everything from props to costumes and artwork – across three distinct levels, with original voice-over content to offer guidance.

The new virtual experience can be accessed here and debuted today at the 2018 Star Trek Convention in Las Vegas. For any further updates from Sansar or Roddenberry Entertainment, keep reading VRFocus.

Smithsonian American Art Museum Exhibition Comes to VR

Virtual reality (VR) is beginning to become a popular way for museums and art galleries to bring its exhibits to people who might not otherwise get the opportunity to visit and enjoy the exhibition in person. The Smithsonian American Art Museum (SAAM) now joins the likes of the Salvador Dali Museum and The British Museum in offering a VR exhibition, with its new offering, ‘No Spectators: The Art of Burning Man’.

The SAAM exhibition is being made available to users of the VR social platform Sansar, and is being powered by Intel technology as part of a recently announced partnership.

SAAM say that the partnership will help it achieve the goal of the Smithsonian, to expand the reach of the Institution’s collections to a billion people in five years. This will involve making the museum’s objects and collections available to the public in a variety of ways, including immersive mediums such as VR.

“Intel empowers the creator to take their work to the next level. Technology has the potential to achieve new goals and ambitions for museums and galleries. Immersive technologies, like virtual reality, unlock new and exciting ways to experience art and exhibits. Fans can now check out “No Spectators” from their own home. Without Intel’s high-performance processors, these experiences would not be possible.” said Raj Puran, director of immersive technology business development at Intel Corporation.

The first release of this partnership features the large-scale artworks assembled for the exhibition titled ‘No Spectators: The Art of Burning Man’ which is on display for a limited time at the SAAM Renwick Gallery. The exhibition is designed to capture the spirit of creativity and community associated with Burning Man.

Intel provided the technology that allowed for the exhibition to be captured using laser scanning and photogrammetry, before making the VR images available through the Sansar social VR platform. Further information on No Spectators along with the full VR experience can be found on the Sansar website.

As always, VRFocus will continue to bring you the latest on new and upcoming VR content and events.

How Sinespace May Have Already Beaten Linden Lab To The Second Life Of VR

How Sinespace May Have Already Beaten Linden Lab To The Second Life Of VR

The first time I played Second Life I saw someone flying down the street naked over an impromptu group of strangers engaged in a poetry reading session right in the middle of a digital replica of Times Square. It was at once shockingly terrifying but acutely beautiful. That mixture was at the core of what Second Life truly was on a surface level for most that tried it, but underneath all that was a thriving community that existed entirely digitally.

It was ahead of its time in many ways, establishing one of the first widely accessed and engaging social virtual worlds that millions of people from all across the planet would visit and enjoy. While it may have been called Second Life, for many it became their primary existence. They’d go to work in Second Life, hang out with friends in Second Life, and other than the need to eat and sleep in the real world, they’d more or less live inside Second Life.

VR doesn’t have anything like that yet. We’re not quite at Ready Player One Oasis levels of immersion and addiction, but the groundwork is established to take us there. The ambitions may not be that high, publicly speaking, for new social VR application Sinespace, but the potential for such ambitions are certainly there.

We recently got the chance to talk with Adam Frisby, co-founder and Chief Product Officer for Sinespace, about their VR app and the name that it’s made for itself. The UK-based company quietly launched in 2017 and has since gone on to be immediately generate revenue for not only the company itself, but for users as well. He’s describing Sinespace as a “virtual world platform built for developers” and it shows.

They’re currently sitting at approximately 10,000 monthly active users across all Unity-enabled devices (that means PC, Mac, Linux, browsers, and viewing capabilities on mobile) with about 10% of those users being in VR, primarily Rift and Vive. Sinespace is mostly a third-person experience, but if you’re in VR, the view shifts to first-person.

That isn’t a lot of VR users right now, but it still puts them just below VRChat and Rec Room in terms of sheer reach and size. Considering they’ve barely made a peep in North America and aren’t even on Steam yet, that’s pretty impressive.

But most importantly is that the business is making money for itself and its users already. On average, a user currently spends about $17 per month in Sinespace. That’s a lot more than the $0 people spend in Rec Room at the moment, for example. And of all users that have returned to the app after trying it for the first time, they typically average just over two hours per day inside Sinespace.

Frisby and his team are no stranger to creating social, virtual worlds. Not only has he been building those sorts of frameworks for over 20 years on his own, but he actually built two businesses inside of Second Life itself several years ago that earned over seven figures each.

“We started out by aiming to offer what you can do in Second Life as our base feature set, then adding form there,” explained Frisby during the interview.

All of the content you see inside of Sinespace is more than likely created by a user. On top of that, all of that content that developers spend hours making isn’t locked to just Sinespace. It can be used in engines like Unreal and Unity as well — they don’t force people to sign any exclusivity agreements or rights waivers to the content. They’ve just got a straight-forward 70/30 split on all revenue with 70% going to creators and only 30% going to Sinespace, the company also makes money by selling in-game currency (Gold) to users. But the real meat of it all is the internal user-to-user economy.

Currently there are over 2,500 virtual goods for sale that range from clothing and animations for characters all the way up to vehicles and entire buildings. This is how Second Life started cultivating its economy and Sinespace is following a similar path. According to company representatives, the top creators are already earning hundreds of dollars per month in sales and that’s expected to continue growing as the user base expands.

They’re also partnering with LA-based company Image Metrics for a new webcam-powered facial animation program (shown below) that will mirror a user’s facial movements onto the in-game avatar. Obviously this feature is only for non-VR users, but it’s remarkable to think about the applications once eye-tracking becomes more ubiquitous. Image Metrics is the same company that worked on character effects for The Curious Case of Benjamin Button, as well as AAA video games like Red Dead Redemption and Grand Theft Auto. Additional features are in the pipeline as well, such as full VR creation support via Archmatix and more.

I’ve written about VR apps like MetaWorld or OrbusVR, stuff like High Fidelity and VRChat already exist, Sansar is on its way (from the actual creators of Second Life itself, Linden Lab) and there are countless other VR apps and social MMOs out there. But what few of those do very well currently that Sinespace has made a focus from day one is monetization.

When I say monetization I don’t just mean making money off of users as a company, but fostering an in-game economy that’s powered by users directly via user-to-user sales. That is to say that content creators inside Sinespace can create things that only exist in the digital world and then immediately profit off of those creations with real world dollars.

That’s what has allowed Second Life to have such staying power and Sansar is well on its way as well, but Sinespace feels uniquely positioned to make a run at making it happen as well. Also, it sort of goes without saying, but I think it’s clear that in terms of visual fidelity Sinespace just looks better than any of its competitors as well.

Currently Sinespace is only supports high-end PC VR headsets, but the team is “tinkering” with the idea of adding support for mobile headsets like the Go, Gear VR, Daydream, and others as well.

What do you think of Sinespace? If you want to give it a try, you can download the app here or read more about it on the official website. Let us know what you think down in the comments below!

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Sansar: Partnerschaft mit Overwatch-Teams bringt eSport-VR-Streams

Die soziale VR-Erfahrung Sansar von Entwicklerstudio Linden Lab ist zukünftig Heimat spezieller VR-Streams des erfolgreichen eSport-Titels Overwatch aus dem Hause Blizzard. Dank einer Partnerschaft zwischen dem Entwicklerstudio und einigen professionellen Overwatch-Teams sollen Fans die Möglichkeit erhalten innerhalb der Virtual Reality die action-reichen Matches des First Person Shooters zu verfolgen, spezielle Goodies abzugreifen und in virtuellen Meet and Greets mit ihren Idolen in Kontakt zu treten.

Overwatch – VR-eSport-Streams in Linden Labs Sansar

Linden Lab arbeitet zukünftig mit den populären Overwatch-Teams Houston Outlaws und San Francisco Shock zusammen, um die Wettkämpfe innerhalb der sozialen VR-Erfahrung Sansar zu übertragen. Dadurch sollen Fans die Möglichkeit erhalten, innerhalb der virtuellen Umgebung als interaktive Zuschauer ihre Lieblingsmannschaften in speziellen Zuschauerräumen anzufeuern. Zusätzlich sollen exklusive VR-Goodies in Form von Giveaways für die Besucher bereitgestellt werden. Um mehr Interaktion zwischen den eSport-Zuschauern und Profispielern herzustellen, sollen in virtuellen Meet and Greets Kontaktmöglichkeiten hergestellt werden. Außerdem sollen spezielle Merchandise-Artikel der Mannschaften käuflich zu erwerben sein, um die Fanliebe visuell auszudrücken.

Sansar-Overwatch-San-Francisco-Shock

Das neue virtuelle Clubhaus der Houston Outlaws trägt den Namen Hideout und soll erstmals auf einem RL-Event mit Livestream vom 18. bis 19. Mai enthüllt werden, während das Team San Francisco Shock ihre VR-Arena am 25. Mai ebenfalls in einem RL-Event mit Livestream der Öffentlichkeit zugänglich macht. Beide VR-Schauplätze sind exklusiv in der sozialen VR-Erfahung Sansar zugänglich.

Der CEO von Linden Lab, Ebbe Altberg, erläuterte das neue Feature folgendermaßen:

“Wir haben erkannt, dass sich innerhalb des eSport-Markts eine tiefere Fanbeziehung gewünscht wird, etwas das die Personen wirklich einbezieht und über normales Zuschauen hinausgeht. Wir denken, dass Social VR genau in diese Nische passt und freuen uns darüber, dass unsere vorausschauenden eSport-Partner genauso denken – die bahnbrechenden Teams, die das Potenzial der VR erkennen und gewillt sind eine innovative und einzigartige VR-Erfahrung zu schaffen. Die gemeinsame Investition in Sansar ist gleichzeitig eine Investition in ihre eigene Community.”

Neben den bisherigen Funktionen sollen zukünftig weitere Features in die Streaming-Räume der Teams integriert werden. Dazu zählen unter anderem eine Echtzeitübertragung der aktuellen Statistiken der jeweiligen Runden und das Mithören der In-Game-Audiokommentare des Teams.

Die soziale VR-Erfahrung Sansar ist kostenlos auf der offiziellen Webseite für PC-Brillen erhältlich.

(Quellen: Linden Lab | VR Scout)

Der Beitrag Sansar: Partnerschaft mit Overwatch-Teams bringt eSport-VR-Streams zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

This Week In VR Sport: Looking Forward To 2028

It is that time of the week again where VRFocus brings you another entry of This Week In VR Sport. With a number of sports related virtual reality (VR) and augmented reality (AR) stories, with this week looking as far forward as the Los Angeles 2028 Olympic games.

SOLOS Smart Glasses Now Available For Purchase

Following a successful crowdfunding campaign back in 2016, Solos have now made their AR smart glasses available to consumers for purchase. The smart glasses are designed with cyclists and runners in mind, allowing them to get real-time metrics on their performance as they train.

The smart glasses act as a “heads-up” display, with readings for measures such as speed, power zones, calories burnt, distance and elevation, heart rate, and cadence all able to pop up on the lens. With built voice commend support and sensors, the smart glasses are also able to allow the user to make calls and get needed information all while remaining hands free.
The crowdfunding campaign ended with the Solos smart glasses reaching 250% of their goal, having meet the initial target within a few days. The smart glasses are available to purchase now for the price of $499 (USD) from the Solos website.  

Sansar Introduces Social VR To Overwatch League

In case you missed it, earlier this week social VR platform Sansar announced it had a partnership with several professional teams from the Overwatch League (OWL), the professional eSports league, allowing fans and players to interact in new ways thanks to VR.

The collaboration will allow Overwatch teams such as the Houston Outlaws and San Francisco Shock to interact with their fans in a one-on-one way with players and personalities from within the eSports industry. The Sansar social eSports experience is designed to give users the same experience that they might expect from a live even but within a virtual space offering exclusive opportunities such as meet-and-greets, exclusive merchandise giveaways and even virtual photo opportunities.

“We’ve seen a real need in the esports market for a deeper, more engaging fan experience – something that can go beyond normal spectatorship to really draw people in,” said Ebbe Altberg, CEO at Linden Lab. “We feel social VR is perfectly poised to meet this need, and we’re thrilled to find forward-thinking esports partners that feel the same – trailblazing teams that recognize VR’s potential and are willing to evolve and innovate to deliver world-class experiences. Their investments in Sansar are investments in their communities.”

Currently Sansar will be offering San Francisco Shock fans the chance to enter the SD Shock Epicentre, a specially created virtual space for eSports use which is available exclusively for Sansar. Information on this and future arenas wil be available via the Sansar website.

Chairman of Los Angeles 2028 Wants To Transform The Olympic Fan Experience Through Technology

LA 2028

Ahead of the Los Angeles 2028 Olympic, Chairman Casey Wasserman has spoken out about how he is intent on using the next 10 years to transform the Olympic experience for fans and viewers with the help of technology. Speaking at the Wall Street Journal’s Future of Everything Festival in New York City earlier this week, Wasserman explained: “I think what we have is really an incredible platform for creative and technology-driven minds to engage with, we are someone who has the time and the resources to invest in exciting ideas and to take some risks around those things. We can focus on the experience. We can focus on the engagement.”

Los Angeles 2028 is in a rather good position as organizing committee do not need to build much in the way of permanent venue space and the ten year notice period offers them plenty of time to explore new experience. This is what Wasserman is keen on doing, having spoken about his goal for “The Digital Olympics”. It is with technology such as VR and AR that this is looking to be made a possible reality, offering viewers an immersive Olympic experience like never before with Wasserman noting that AR presenting “a meaningfully significant opportunity”.

“Because all of our facilities are owned by private enterprise, they have more incentive than we would ever have to keep them up to date and operating at the highest levels,” Wasserman said in regards to the position the committee are in with the needed venue spaces, adding: “We have very few unknowns on the cost side, so we have great confidence in our ability to deliver the Games in the way that we proposed we would deliver them.”

“Today, when you host an Olympics, what you essentially do at every venue is build a printing press so you can print stats and news for every reporter on site,” Wasserman said. “It’s kind of crazy, why isn’t there—if you’re a reporter or a fan—an LA28 app where you can have access to all their stories, see their videos, see behind the scenes. Everything that people watching NBC get excited about, which is the context, not just the actual event.”

As the months and years pass in the run up to the Los Angeles 2028 Olympic games, VRFocus will be sure to bring you all the latest on their technology developments.

That is all for This Week In VR Sport. For more on immersive sport news keep reading VRFocus and remember to check back next week for another This Week In VR Sport.