IKinema Adds Natural Avatar Movements to Linden Labs’ Sansar

IKinema, a specialist in motion capture and natural avatar movement technology, has announced today that Linden Labs has integrated its technology into the social virtual reality (VR) platform Sansar. 

IKinema’s full-body inverse kinematics for VR allows studios to procedurally animate 3D characters of any shape or size in real-time. This enables characters to respond to virtual worlds in a more life-like and natural way, thus creating a greater sense of immersion for players.

Sansar IKinema

IKinema, CEO, Alexandre Pechev said in a statement: “The IKinema and Linden Lab relationship is an exciting engagement as it presents the gateway to a foray of virtual experiences. We’re delighted that our technology will bring higher fidelity for a more engaging and convincing experience to the Sansar community; we pride ourselves at being at the forefront of next generation VR and AR experiences.”

“Sansar democratizes the medium of social VR, empowering people to create and share their own experiences,” said Bjorn Laurin, VP of Product at Linden Lab. “Avatars that move naturally are important to the quality of the social experiences users can create and enjoy on our platform, and integrating IKinema’s tech helps us to deliver that without requiring any peripherals beyond VR hand controllers.”

Currently in creator preview, Sansar will allow users to create unique social VR experiences with thousands already built and published by invited participants. An open creator beta will begin this summer.

VRFocus will continue its coverage of Sansar, reporting back with further updates.

Linden Lab’s Sansar to Showcase two Museum Experiences at Sotheby’s NYC The Art of VR

 

Starting tomorrow Loot Interactive’s The Art of VR event will be taking place at Sotheby’s NYC. As part of it Linden Lab and Suzanne Lloyd will be debuting two virtual reality (VR) experiences, The Apollo Museum and the Harold Lloyd Stereoscopic Museum, both of which have been built utilizing Linden Lab’s new social VR platform, Sansar.

In the Apollo Museum, visitors can virtually explore true-to-scale models of the Saturn V rocket, Command Module, and Lunar Module, then walk the entire mission from launch to re-entry via a Museum-length mission map; and teleport to a recreation of the Apollo 11 moon landing site. For those unable to attend the experience launches for PC, Oculus Rift, and HTC Vive later this year.

“The Apollo Museum that LOOT Interactive has created with Sansar is an awesome example of what social VR can bring to museums,” said Bjorn Laurin, VP of Product at Linden Lab. “Social VR lets you experience things you otherwise couldn’t, and using Sansar, LOOT Interactive has created a unique and engaging educational experience. Exploring exhibits is more fun when you can do it with other people, and it’s an incredible feeling to be on the moon at the site of the Apollo 11 landing with your friends.”

Sansar_ApolloMuseum-1

While the Harold Lloyd Museum features the Hollywood legend’s collection of stereoscopic photography. Digitised utilising photogrammetry, the virtual museum is filled with objects, videos and pictures of Harold’s lifetime achievements. Harold Lloyd produced over 200,000 3D pictures, including shots of Marilyn Monroe, Betty Page, the opening of Disneyland, and more.

Suzanne Lloyd, President of Harold Lloyd Entertainment, said, “My grandfather would be thrilled to see that his time capsule of vintage 3D photography that spanned over three decades of people and landscapes all over the world is being reintroduced to the world through virtual reality. I look forward to expanding my grandfather’s library with the LOOT Interactive team for this generation and many more to come.”

“We are enormously proud to be introducing Social VR to the world with the Apollo Museum and the Harold Lloyd Museum,” said David Sterling, LOOT Managing Director. “Social VR is an entirely new type of dynamic entertainment that will entertain us and enrich our lives like nothing that has come before.”

The Art of VR takes place at Sotheby’s NYC, from 22nd-23rd June, while VR In the Sky at the One World Trade Center, runs from 12th-13th July 2017, both of which are open to the public. Click here for tickets and more info.

 

Linden Lab Adds Bing Gordon to Board of Directors

Creators of MMO Second Life, Linden Lab, have announced that Bing Gordon, Chief Product Officer KPCB is joining the Linden Lab Board of Directors.

Linden Lab say that they are looking to Gordon for advice on strategy and marketing as they improve Second Life and launch their new virtual reality (VR) platform Sansar.

Sansar is a new product from Linden Lab, a type of VR social media where VR users can share their experiences. More than 10,000 creators are signed up for early access to Sansar, and Linden Lab expect the product to go into open beta sometime in 2017.

“We’re honored to have Bing join our board of directors and work with our team,” said Ebbe Altberg, CEO of Linden Lab. “He’s helped to bring to life some of the most influential entertainment experiences in recent memory, and as we prepare to open Sansar for all creators, his insights, expertise, and counsel will prove invaluable.”

“Linden Lab has a wonderful legacy and future, based on its technical excellence and forward vision,” said Gordon. “Over the past 14 years, Second Life has proven the value of user-created virtual experiences, and enabling people to create their own social VR experiences is a massive opportunity for which no company is better positioned than Linden Lab is with Sansar. I’ve been spending a lot of time working with Ebbe and the team over the past six months, and it’s an exciting time to officially join Linden’s board.”

Gordon has worked extensively with companies in various industries such as education, health and commerce with regards to both marketing and introducing gamification in order to make products more engaging for consumers. He has also previously worked for Electronic Arts and has served on the board of Amazon and Zynga.

VRFocus will bring you further updates about Linden Lab’s VR products.

New Linden Lab Video Promises Sansar Open Beta this Spring

New Linden Lab Video Promises Sansar Open Beta this Spring

The first thought I had as this new Sansar video arrived in my inbox was how Linden Lab still seemed on track to deliver an accessible and very good looking product. As an increasing number of platforms scramble to lay their claim to the social VR space, Linden Lab steadfastly refuses to rush things, or deliver anything that looks half-baked. Yet in spite of that there haven’t been significant delays, and in the sometimes overhyped world of VR, delivering on one’s original promises can be a very exciting thing in itself.

The other thought that immediately followed was that I could practically hear the sound of collective outrage emanating from the faithful Second Life community as they heard Sansar described as something “unlike anything the world has ever seen before.” Not that it will stop most of them from being first in line to sign up for it, of course. Not only do those million or so SL users still put the platform to all sorts of creative uses, in fact, but many in the community were also chosen to join the highly skilled first batch of creators selected to put the closed version of the platform through its paces.

At the moment, however, they – along with the rest of us – will have to wait a while longer to get their hands on the platform. Sansar is set to remain in its invitation-only creator preview stage until Spring 2017, when it will go into open beta.

So while the two-minute video didn’t offer any earth-shattering new announcements, it does show plenty of stunning visuals, beautifully rendered movement, and impressive-looking UI. Apart from delivering a new slogan for Sansar (Created Reality) the voiceover generally reiterates all of the messages which its CEO Ebbe Altberg has been delivering ever since we first spoke with him for a fireside chat back in 2015 to discuss their plans for the Virtual Reality space. Over the years Linden Lab has continued to dedicate considerable expertise and resources to their budding VR platform, and it is probably fair to say we’ve been consistently impressed with the previews we’ve seen so far.

“No longer is VR limited to professional developers and engineers,” the narrator in the video promises. Users will be able to collaborate with other creators and innovators, re-create history, delighting friends, colleagues, customers and the entire world with their creations, she says.

In addition to the environments which we’re already familiar with from previous demos and screenshots, the video also showcases some action shots of the creator platform in action. The narrator tells us that it allows creators to easily generate, share and monetize content at the click of a button: “creators can upload original assets from common 3D formats, repurpose existing content, or get new assets from the ever-expanding Sansar store,” easily adding lighting, spatial sound and scripting and interacting with others through detailed avatars. We also get a glimpse of what the Sansar store looks like, with several items up for sale and prices listed in Sansar Dollars.

While it’s unlikely that trade inside this currently walled garden is booming (only a few hundred creators have been invited to the platform so far), Linden Lab is keen to build and populate a robust marketplace ahead of opening Sansar to the public. The ability to monetize is a cornerstone of the company’s strategy after all, much as it has been for Second Life – which still generates enough profit for the company to self-fund the development of Sansar.

Sansar continues to boldly claim it will transform the way we live our virtual lives from education and commerce to entertainment and live events.

“Get ready because the future of 3D creation and interactive social VR is coming,” she concludes as it’s revealed that the voice we’ve been hearing is in fact coming from an avatar sporting a t-shirt with the Sansar logo. There’s nothing unusual about her at first glance, but the lip sync is pretty impressive for those who know how hard that is to get just right. It’s something that Altberg and his team were particularly excited about when I met them in London last year – the way in which their tech can – regardless of what language you are speaking – coordinate your voice not only with your avatar’s mouth, but with the facial muscles and movement of their face so that it looks much more natural.

It remains to be seen how quickly this space will grow, but with improved headsets hitting the market in 2017 and prices already starting to drop, it looks like Sansar’s bet not to compromise on quality could pay off. While there are a lot of social VR platforms open to the public already, it is likely that consumers equipped with better quality headsets will also eventually crave better quality content, and this video confirms that Sansar certainly has the potential to deliver that.

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New ‘Sansar’ Video Glimpses More Virtual Worlds Made on the Social VR Platform

Sansar is the next-gen virtual world platform from Linden Lab, the creator of Second Life (2003). Due to launch in Spring 2017, Sansar is a new take for the company on virtual worlds, this time built from the ground up with support for virtual reality.

There’s no denying that Linden Lab did some things right with Second Life, a $500 million GDP in 2016 is a testament to that. But they also did some things wrong, even Linden Lab CEO Ebbe Altberg will admit.

“Between the Creator and the Consumer, Second Life never really settled on which was our primary customer,” Altberg told Road to VR in an interview at the company’s San Francisco headquarters in January.

That realization is the basis of Sansar, which represents an entirely new take on virtual worlds for the company. Unlike with Second Life, the Linden Lab is shifting away from having a single massive virtual world, choosing instead to set itself up as an enabler of creators by making Sansar a platform, rather than an all encompassing virtual landscape. More like the ‘WordPress of social virtual spaces’, the company readily compares.

That means that users will not ‘enter the world of Sansar‘ any more than they would ‘visit WordPress’ to find content online. Instead—much like accessing a website via a URL that’s built atop WordPress—users will seek out and choose to visit individual virtual worlds built atop Sansar.

SEE ALSO
Open vs Closed Metaverse: Project Sansar & The New Experiential Age

Sansar is made to serve creators, Linden Lab says; it’s the creators who will build virtual worlds that serve users and customers. At least that’s the hope.

Unlike Second Life, Sansar is built from the ground up for virtual reality. That means everything from teleporting locomotion to native support for VR motion controllers. And while the most advanced creators will build complex virtual worlds that are imported from third-party tools, Sansar does offers users the ability to acquire, rearrange, and remix pre-made assets from inside Sansar itself, including while in a virtual reality headset.

Since inviting the first creators to start building inside of Sansar all the way back in 2015, the company has kept a tight grip on what virtual worlds inside of Sansar actually look like.

A new video released by Linden Lab today (heading this article) showcases some of the first worlds made by creators who were granted access to the platform’s preview. In Spring 2017, the company plans to open the doors so that anyone will be able to download the platform and explore the worlds therein.

During my interview with Linden Lab CEO Ebbe Alterberg back in January, I got to tour some of the virtual worlds build on Sansar:

Giant Movie Theater

The first place I saw was a movie theater. A massive screen sat in a vast outdoor expanse with the night sky overhead. The seats in front of the screen were mostly covered over in windswept sand; as if there was once a huge theater that had deteriorated long ago, save for the screen, seats, and a huge flight of stairs leading down to them. The screen itself really felt massive (I’ve seen a number of other movie-theater VR experience that for some reason didn’t give a good sensation of scale). The screen was streaming a video from YouTube and the audio was playing throughout the entire space. Altberg said creators will soon be able to set virtual sound sources in Sansar so that the theater could have virtual speakers from which the sound originated.

Photogrammetry Tomb

Next was an Egyptian tomb which Altberg said was a real space that had been captured with photogrammetry. As we explored the tomb’s hieroglyphic-covered corridors together it became apparent that Sansar has 3D positional audio built it, allowing me to easily tell where Altberg was even when I wasn’t looking at him. That’s important not only because it helps your mind map the space and people around you more easily (which adds to immersion), but also because in multi-user scenarios, it’ll be much easier to tell who’s talking (which is also helped by automatic lip syncing).

Videogame Village

The next space we visited was a beautiful world that looked like a mashup between the Ocarina of Time (1998) and Jackson’s Lord of the Rings aesthetic. It was a bright and cheery village full of green foliage and earthen homes built into the sides of hills; a series of small foot bridges arched across the roofs of one home to the next. The space was very dimensional, with little paths winding up hills here and there, taking us to comfortable nooks enclosed with trees. The space had a definite stylized videogame look to it, but even though it wasn’t aiming for realistic visuals, it was probably the most charming and beautiful place I saw during my tour. In the center of town we came across a big monument of a cutlass that was sticking tip-down into the ground. Water cascaded down from the handled in ordered lines, and poured into pools at the base of the monument. Although the entirety of this virtual space was uninhabited at this stage, it called out to be the starting point of a great adventure.

Learn more are Linden Lab’s Sansar ambitions in our deep dive interview.

The post New ‘Sansar’ Video Glimpses More Virtual Worlds Made on the Social VR Platform appeared first on Road to VR.

Sansar Content Creation Experience Unveiled Showing Impressive Results

Virtual world Second Life creator Linden Lab from has revealed what its like to create worlds within their new multi-user creative VR platform Sansar in this new video which follows Second Life veteran content creator Loz Hyde as he builds an elaborate virtual space using Sansar‘s toolset.

Sansar is Linden Lab’s shot at recapturing the success they enjoyed with their pioneering virtual online world platform Second Life, this time in virtual reality. The application is designed from the ground up for use in VR and is angled to allow anyone to create virtual worlds with the minimum of technical trouble or fuss while facilitating beautiful results.

project-sansar-screenshot-liden-lab-second-life-2A new video released by Linden Lab shows for the first time a user creating their own experiences within Sansar in real-time using the tools you’ll use yourself should you join the platform. Loz Hyde is a veteran of Linden Lab’s Second Life platform, having become one of the leading creative lights within the community whilst also building a nice financial niche for himself as one of the early pioneers of the system’s digital economy. Hyde created objects for purchase by citizens of Second Life, a virtual business that proved remarkably successful. The results of Hyde’s work can be viewed in the video embedded at the top of this page and some more examples of what has been achieved by others with early access to the platform can be seen below. It’s impressive looking stuff.

sansar-7ever_metro_station_01_03_2017 sansar-blueberry_town_01_03_2017 sansar-city_street_01_03_2017 sansar-haunted_house_01_03_2017 sansar-the_grand_hall_01_03_2017

In addition, and reflective of Second Life‘s previous progressive angle on a virtual, digital economy, Linden Lab is announcing the currency Sansar residents will use to pay for things. The ‘Sansar Dollar’ will have an exchange rate of 100 Sansar dollars to 1 US dollar. We had some more specific questions about how Sansar’s digital economy and how it will all work which a Linden Lab representative was kind enough to answer. See these below:

Road to VR: What the digital exchange rate for Sansar dollars? Is it equivalent to the Linden dollar?

Linden Lab: The exchange rate between USD and Sansar dollars will be floating and will vary according to supply and demand. The rate will not necessarily be equal to the exchange rate between USD and Linden dollars in Second Life (which is also floating).

To begin with, the exchange rate is about USD1 to S$100.

Road to VR: Can owners of Second Life currency transfer it to Sansar for use there?

Linden Lab: For now at least, not directly. At this time, Second Life users can sell Linden dollars for USD on the LindeX, and then can use those USD to purchase Sansar dollars.

In the future, we could potentially allow Second Life users to buy and sell Sansar dollars for Linden dollars, but because the two platforms will have different business models, fee structures, and exchange rates, we’d want to be careful not to set up a system that could be exploited.

Road to VR: What commission does Linden Lab take from in-world digital transactions?

Linden Lab: The rate of commission we take from user-to-user Sansar transactions has not yet been finalized.

Sansar released their ‘Creator Preview’ last year and you can sign up to take a look right here and users of both the HTC Vive and Oculus Rift can enjoy it. As it stands right now, there is no set release date for Sansar, but we’re excited to see where this next generation social and immersive creativity platform goes.

The post Sansar Content Creation Experience Unveiled Showing Impressive Results appeared first on Road to VR.

Linden Lab Wants VR Creators to Start Making Money on ‘Sansar’

Linden Lab Wants VR Creators to Start Making Money on ‘Sansar’

When I last spoke to Linden Lab CEO Ebbe Altberg a few months ago, he was hopeful they’d be able to open Sansar to the public at the start of 2017. We were meeting virtually in a Beta version of the much-anticipated Social VR platform – I was in London and he in San Francisco – and everything worked smoothly enough for me to believe they might actually pull this off.

And they probably would have done, if he’d been willing to make a few compromises, but that’s not really Altberg’s style. Since our first meeting back in April at San Francisco’s Linden HQ he made it clear that they were in this for the long haul, and that they’d focus on building robust foundations for a platform that would last and scale for decades to come. So while it might be a bit disappointing to have to wait a bit longer to get our hands on Sansar, I find his perfectionist and patient approach refreshing in the feverish gold rush climate of the current VR boom.

Haunted House – created by user Poppet McGimsie

“We have over 12,000 creators registered for access to the platform, so we have way more creators than we need to get the feedback, and to ensure they get the tools they need to be successful. We’re really asking these early creators to explain what it is they want to do in Sansar, and if we think the platform is not yet ready to do that, we’re asking them to wait.”

And the care they’re taking seems to be appreciated by those chosen for that early onboarding. One of them appears in a new video released today, showcasing a “Grand Hall” environment inspired by a New York hotel. Its creator, Loz Hyde, shows us around some impressive visuals, which he praises Linden Lab for.

It’s about you and what you want to do. That’s empowerment,” says Hyde. “I’ve been to other virtual worlds in beta stage before, but Sansar is taking it from another direction. We’re initially sold on a product on the visuals, so let’s get something that looks fantastic first. In Sansar you’ll be able to create videogames, education is going to be amazing, medical science, if you want to build a business and sell furniture, you’ll be able to do that. Just like building a city from scratch, you start off by laying the foundation and it grows organically.”

And creating that organic growth is the reason why Sansar has announced that it will start supporting monetization straight away. Creators can now start earning money from Sansar, as Linden Lab rolled out the platform’s official currency – Sansar Dollar (S$) – and its online exchange, called the Sandex. Money earned for their creations in S$ can then be cashed into various currencies via PayPal. This structure of having an in-world currency is directly borrowed from Second Life, which has traded the Linden Dollar (L$) for well over a decade, with nearly $60 million’s worth being redeemed last year alone. Altberg says monetization is one of the core pillars of Sansar’s strategy, but this doesn’t stem from any pressure to start cashing in, but rather to incentivize creators and remove friction from the process of generating content.

Blueberry Town – created by user Blueberry

“If I can make an experience by building just a few original content assets and buy the other stuff, I can do way more interesting experiences at a much faster pace, because I don’t have to build everything from scratch,” explains Altberg. “In the real world you see companies and brands specializing in certain types of content, and it’s no different in virtual worlds, we’ve seen this in Second Life. You have the furniture people, the vehicle people, the people that do trees, avatar parts. You can only be good at so many things, and that creates the scale where creators are now helping each other become successful by combining their efforts.”

Hyde was one of the original 200 or so creators that have been gradually granted access to the platform over the past few months. These have now been joined by a further 500 in December, and the company promises to “rapidly increase” this number over Q1 2017. They also plan to release major updates on a monthly basis and disclose a more concrete timetable for onboarding users early in the new year. The crucial decision then becomes at which point those creators can start sharing those experiences, which of course means setting the all-important public release date. But while it’s unlikely that they will delay that for much longer, they are determined not to rush it either.

“My advice for anybody who’s excited about the VR space is to make sure they have decent runway because it will take a while for the market to mature so that you can monetize this properly,” says Altberg. And that runway is a luxury that Linden Lab itself has, as a result of Second Life’s enduring appeal to over a million users who finance the development of Sansar through SL revenues.

City Street: Created – created by user Paul Lapointe

Many of those SL users are also involved in cutting-edge VR/AR/MR work and aren’t shy of hacking its Open Source client to make it do all sorts of interesting things. In fact, a large proportion of the 10k+ applicants Linden Lab had for the early Sansar’s creator preview were Second Life users, including Loz Hyde, who – in addition to doing professional CGI work in Hollywood films such as Guardians of the Galaxy, 2012 and Terminator Salvation – has his own brand of 3D creations in Second Life called Meshworx.

For Linden Lab, this can be a bit of a mixed blessing. On the one hand the community is a priceless asset which they regularly tap but on the other their almost evangelical loyalty to a legacy platform can make it challenging to market Sansar as a new and entirely separate platform; one that appeals to users who’d frankly be surprised to learn that Second Life is still around. But as much as Second Life users are able to build very effective workarounds that make it work with VR and even AR content, it makes sense to build Sansar as a separate platform, says Altberg, because it needs to handle VR as it scales into the future, and that means that the architecture needs to consistently handle things like a minimum 90fps frame rate.

Visually, that difference really shows in the images and videos released so far, and that’s one of the things that makes Sansar stand out from other Social VR platforms emerging in that space. This also ties into the fact that, unlike its competitors who have been quick to embrace mobile VR, Linden Lab opted to restrict Sansar to working on tethered HMD’s such as the Oculus Rift, HTC Vive and PlayStationVR.

“I believe there is a point in the future where hardware advancements like tracking, controllers, CPU/GPU performance, network bandwidth will all add up to make really social interactive virtual mobile experiences, but at the moment the really immersive experiences are still the domain of tethered, PC- Driven VR,” explains Altberg.

The Grand Hall – created by user Loz Hyde

That doesn’t mean, however, that things won’t change in future. Mobile experiences are already getting a lot better, he concedes when I mention developments such as Google’s Daydream, but the problem is that if they allowed it on Sansar now, they’d get some content which was compatible some was not, and he doesn’t want creators to have to worry about those issues. Further down the line, they’re planning on adding features to automatically make content more compliant, dynamically adjusting the fidelity and complexity depending on what hardware you’re using. At the moment, however, the focus remains on making the platform structure robust enough so that it will be ready for mobile when that convergence finally arrives.

“As Sansar matures and the mobile VR platform matures, they will intersect,” Altberg said. “But we’re just not sure exactly how at this stage.”

Likewise, he sees a future where Augmented Reality and Virtual Reality will become increasingly blurred – perhaps in what we’re starting to define as “Mixed Reality.” In that scenario, some of Sansar’s experiences could be set against real spaces rather than virtually created ones, and seen through devices such as the HoloLens.

“It’s not something we’re spending any energy on today though,” he said.  “I just know that we’re building technologies that have interesting potential opportunities in future, but we have our hands full just dealing in virtual reality as we know it.”

The fact that we can talk about VR “as we know it” shows how far we’ve come over the last 12 months, and sets 2017 up to be an interesting year for players like Linden Lab.  The reason why Sansar is such an interesting contender in that space is precisely because it combines an uncompromising practical focus with a long-term vision which is much more flexible, and dizzyingly ambitious. Whenever I speak to Altberg, I get the distinct impression that being “The WordPress of VR” is just the start as far as he’s concerned.

But to achieve all that Sansar is setting out to, he acknowledges, they will have to strike a tricky balance: Enabling people such as Hyde to create amazing content, while still keeping the interface intuitive and user-friendly for the average consumer. That’s something that Second Life never quite achieved, but in building Sansar, Linden Lab is determined to draw lessons from its predecessor.

7Ever Metro Station – created by user Setevfx

“We learned some positives but also a lot of ‘that’s not how you do it’ from Second Life,” said Altberg. “So we’re having a much more user-centric approach from the beginning, and try to make sure we stay away from the territory of complete geekdom.”

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Social VR: Who Is Going to Get It Right First?

Social VR: Who Is Going to Get It Right First?

Virtual Reality is quickly moving beyond novelty experiences and showing its potential for enabling new types of social interaction. But which platform(s) will be the one to make that happen? What sort of experiences will they enable, and will those turn out to be the kind of experiences we actually want?

It’s unlikely that VR will replace social media as such. In some ways social VR has more in common with offline experiences than it does with traditional social media. In VR, people come together and have natural conversations much as they would face-to-face, rather than communicating about the experience or sharing snippets of it. But as VR experiences become more commonplace, they will provide content that we will want to share through social media, much like our real-world experiences do. What we will need to figure out is how this interplay between existing social platforms and VR will play out.

The key question therefore is who will be “the Facebook of VR,” mainly because Facebook itself is keen to be just that, recently announcing a host of new Social VR features at Oculus Connect 3 (such as the ability to create “parties” and “rooms” where friends can gather together in VR), appointing Rachel Rubin – who previously worked on The Sims – as their Head of Social VR, and earmarking a $250 million budget to further VR development.

There’s still a huge opportunity for incumbents in that space though, and several platforms with big ambitions are gearing up to launch products that promise to enable user-generated content and social interaction in VR. We caught up with some of them to get a glimpse of what the virtual-social future might look like.

VR as a Communication Tool

AltspaceVR

Altspace VR is betting that the future of VR experiences will center around communications, and its CEO and Founder Eric Romo believes that Google’s Daydream will be the catalyst for that to happen on a large scale.

“As people get connected and have a network of VR friends, communicating with social VR could become commonplace. Most of our communication is with friends, colleagues, and family, and for specific purposes. With no indication that this will change, AltspaceVR developed a new UI (which launched in August) that makes it easier to start activities in VR with friends. Fundamentally, we are focused on people connecting with people they know to do things they would ordinarily do in real life. Have a game of chess. See a comedy show, watch some videos.”

They see VR fitting in between other forms of electronic communication on one side, and in-person meetings on the other. Romo says that when you want to connect with someone you will choose the most appropriate method – which could be text, videochat, phone or VR – and there will be more interplay between them as VR becomes pervasive. 

But while one side of Altspace VR is very much about those ordinary experiences, there is also a huge market in virtualizing extraordinary ones. Live events are a huge potential market for VR expansion; in the US alone, live music grossed nearly $10 Billion in revenue last year, which shows that fans are certainly willing to pay a premium for the experience of being in the presence of their favourite artists.

“The advantage of VR is that users can actually do things together. With our FrontRow technology we’re able to accommodate any number of participants simultaneously, and this has led to record-setting events.  We are seeing the entertainment industry moving to adopt social VR. For example, NBC Universal developed Halcyon, a hybrid TV/VR series to bring fans from different countries together to view the premiere and interact live in VR with cast and crew members.”

VR can make such previously exclusive experiences easily available to a global audience, unrestricted by geographical location and venue capacity. This combination of unlimited reach with the sense of immediacy and personal connection – both with the artists and between fans – is what makes such social experiences so appealing.

VRChat

Although still in alpha, VRChat already has hundreds of fully fleshed user-created worlds. The next step is to make that creation process much more social and accessible, giving users clear and easy ways to share that content.

“We see enabling social creation and user-generated content as one of the bedrocks upon which Social VR will be built on, and want to give our users the power to completely mold their environments and avatars,” says their Chief Creative Officer Ron Millar.

The focus of their roadmap – which includes a major update planned for the end of this year – is on providing highly customizable avatars and environments.

“This style of democratized creation and massive social community has been proven to be incredibly powerful in games like Minecraft.  There’s nothing quite like creating in real time with other people, Social Sculpting is a ton of fun!” says Millar.

VRChat sees their product integrating into social media platforms rather than competing directly with them, and is looking into ways of plugging into features such as Oculus Avatars, Touch and Audio SDK.

“We’re observing a trend that points toward an increasing number of users sharing on social media from within VR and linking back into VR from those same social platforms. Fully connecting with social networks such as Oculus, Steam and Facebook will help further open Social VR up to a broader audience,” predicts Millar, explaining that PlayStation VR and mobile integration are also a big part of their strategy: “The release of PlayStation VR will expose a player base of over 50 million people to VR, so we expect that will also push a lot more users into Social VR.”

Hardware developments such as self-contained, untethered headsets and powerful, more responsive hand controllers will accelerate the mass adoption of social VR, yet the real tipping point will only come when we’re able to feel truly present with friends in a virtual environment.

“When users have the ability to convey emotion without thinking about it the magic really happens,” Millar concludes. “Imagine being able to emote with your voice, face, hands and whole body! Add to that the ability to do wild and cool things that you can only do in VR and we’re going to see a revolution of communication.”

Endless Worlds

Improbable

Improbable’s unique feature, according to its CEO and Founder Herman Narula, is collaborative persistence. Just like in the real world, you’re all sharing the same environment, and your actions within that environment have enduring consequences. The difference, however, is that there will be a lot more environments and possibilities, a multitude of different worlds – which  users will be able to develop continuously – together. Naturally, this has significant implications for social interaction in VR. “Facebook is the social network of this reality. We want to enable thousands of new realities,” says Narula.

It’s about multiple worlds rather than parallel universes, however, as was keen to stress. “If we’re all in parallel universes we can have fun experiences, but we’re not truly connected. Not with the world and not with each other.”

What they’re doing is, in his words, is “Building the actual Matrix.” The infrastructure under the hood to enable the building and maintaining of persistence in those types of environments. This is done through a distributed operating system called SpatialOS which harnesses the power of thousands of cloud servers in a single interwoven fabric, allowing for real-time, high fidelity simulations. “We’re talking thousands of people and millions of persistent objects, interacting in the same world, at the same time.”

One of the developers they partnered with on the social space is HelloVR, which is creating a 10,000 square-mile MetaWorld described as the first-ever massive, physics-based virtual social space of its kind. It exists in a shared space, populated by all its members, with each member having their own private “volume” where they can decorate and create whatever and however they want. The computer-generated world is always on and will feature cognitive wildlife with cognitive behaviors controlled by IBM Watson.

“Creating a social VR experience poses new challenges like head-tracking on a massive scale, and networked physics so people can realistically interact in a persistent shared space,” says Dedric Reid, founder and CEO of HelloVR.

They’re currently in closed alpha, but later in the year they will release their Pioneer Edition, aiming to get early adopters to start populating and shaping that vast environment. Visitors will be able to participate in outdoor physics simulations including: camping, fishing, farming, archery, hot air balloon flights, road trips, meditation retreats and more. An extended suite of creative tools for building and making in the MetaWorld will follow next year.

High Fidelity

High Fidelity is an open-source platform where people can deploy their own servers, and collaboratively live-edit it simultaneously. It looks and feels much like a Virtual Reality version of Second Life, but that “VRSL” vibe is no coincidence, as High Fidelity the brainchild of its founder Philip Rosedale.

“We focus 100 percent on tech that enables the VR spaces to be completely under the creative control of their users,” confirms Rosedale. His vision essentially amounts to building a Virtual Reality version of the Web, and this is how he plans on eventually monetizing.

“We believe that VR servers will scale to the volume of Web servers. We’re building the open source server (and client) software to enable that, and we plan to offer useful global services like marketplaces, identity systems, currency systems, and DNS/placenames. Not everyone will need or use these services, but enough people will to make it a great business for us.”

According to Rosedale, VR works differently from social media because instead of constructing and sending data over a network of connections between people, it creates 3D spaces that people can occupy together, which makes it a lot more addictive. But for Social VR to take off, we’ll need to figure out a way to visualize social network data in 3D, and also for a high percentage of your friends and connections to be using it, which won’t be for a while yet.

“It will happen in 3-4 years, when majority adoption occurs – the point where everyone feels they have to have a VR device, and use it daily,” predicts Rosedale. “This was the same thing that happened on the smart phone – apps like Facebook that required majority adoption had to wait until the latter half of the cycle. We believe that VR will ramp in similar manner because if offers great and immediate utility, both as a change in computing paradigm and in human communication. So this would suggest that, like the smart phone, we will see growth to Internet/mainstream scale (billions of users) in 7-10 years.”

Creating Your Own Experience

Sansar

“Social VR will impact nearly everything, because just about everything that humans do boils down to creating a space and socializing with others in that context, and social VR allows us to do that without the limitations of the physical world,” says Linden Lab CEO Ebbe Altberg.

With Sansar, he want to open up VR to people who otherwise wouldn’t be able to participate as creators and make it easy for those new creators to reach their audiences for their experiences. Social media is one obvious way for them to do that: For example, I might spot a tweet from someone I follow that points me to a YouTube video showing off a Sansar experience; I’d follow a link to go experience it in VR, and then might share a snapshot to Facebook with an invitation to friends to join me there.

Instead of creating massive persistent worlds for users to share like High Fidelity and Improbable, Sansar focuses on allowing people to make and share their own experiences, whether from scratch or copying and personalizing templates. When I had a hands-on demo of the platform last month, Linden Lab’s VP of Product Bjorn Laurin took me through the UI for the creation tool, which was extremely intuitive, even for a non-technical person. Within minutes I was able to personalize a landscape – which looked rather like the Scottish Highlands  – making rocks larger, trees smaller, adding various objects and sound effects, making the fog thicker, and changing the color and direction of the light.

Sansar allows you to basically replicate each experience in your own image, customize it like you want, and share it – or not – as you please. Of all the Social VR platforms I looked at, they come closest to Ernest Cline’s Ready Player One Oasis vision. You can have your own universe all to yourself, share it with friends, or with everyone.

They’re currently in creator preview, working with a small group of developer partners selected from over 10,000 applications of interest received since they announced Sansar earlier this year. They’ll be inviting further creators to join on a running basis up until the public release scheduled for early 2017.

“Great content and experiences will drive adoption; ultimately VR needs to cut cords and be mobile, but right now mobile VR is not ready for immersive social VR. The start will feel a bit slow, but over several years, and within a couple of generations of new hardware, software, and content, VR is going to be huge.”

Even in its current pilot stage, however, Sansar already has some impressive social features, such as voice-recognition that analyzes sound to translate it into facial expression and lip-sync movements very accurately (regardless of what language you’re speaking). This is similar to what Facebook is said to be deploying for Oculus Avatars.

There is also an emphasis on user’s ability to monetize content.  “Sansar creators will sell virtual items to other users, sell or rent entire experiences they create, charge for entry to events, and more. In Second Life, where creators can only sell virtual items (vs. entire experiences), we’ve sustained a thriving user-to-user economy for many years.”

Indeed, where it comes to monetization, Altberg speaks with a certain authority. Last year alone, creators redeemed about $60 million (USD) from the Second Life economy.

Another area that Linden Lab has a lot of experience in bringing people together in an unfamiliar medium. At a time when the Internet was still a novelty, Second Life attracted a huge number of dedicated users. 13 years on, it still boasts a die-hard base of about a million people. Having spoken to many of them, it is clear that they have a real, emotional and enduring attachment not only to the platform, but to other users within it. And it is this sense of bonding and community that people will have to feel before Social VR becomes a reality.

“Socializing in VR is an amazing experience, but if the people I want to connect with aren’t equipped to join me in VR, we’ll connect in a different way,” says Altberg. Our interview in VR was a much better experience (and certainly a lot more fun!) than just a phone call, but if you didn’t have an HMD, we would have settled for the phone. As hardware becomes more accessible and the sense that you’re missing out on something essential if you’re not participating in VR grows, we’ll hit that tipping point.”

Mixing it Up

One final thing worth noting when speculating about the future direction of travel for this virtual-social landscape is that Augmented/Mixed reality will likely play a bigger part. At the moment we have neither an emerging platform nor a commercially available headset that makes this a viable proposition, but my recent Microsoft HoloLens demo uncovered some tantalizing possibilities. Even at this early stage where social features are not a priority in their development roadmap, it is clear how you can connect headsets so that different people (either in the same room or in different parts of the world) can look at the same holographic content at the same time. You can continue to see and hear both the people and environment around you even as you interact with the virtual elements.

The proof will be in the proverbial pudding though. The nature of such products is that you often don’t know how they’re going to be used until they go live. Since none of those platforms have actually been released to the public yet, it’s anybody’s guess which will manage to hit that Social Chemistry sweet spot.

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Social VR Platform ‘High Fidelity’ Launches In Steam Early Access

Social VR Platform ‘High Fidelity’ Launches In Steam Early Access

Earlier this week we took a look at Sansar, Linden Lab’s ambitious follow up to to Second Life for VR headsets. We came away impressed by the platform, but it’s not without some competition.

High Fidelity, a social VR platform spearheaded by former Linden Lab employee and Second Life creator, Philip Rosedale, today launched on Steam in Early Access. The service is free and supports both the Oculus Rift and HTC Vive. Note that this is still the beta-version of the software that initially released back in April, it’s just now available on Valve’s digital storefront.

Still, the release reinforces High Fidelity‘s stance as an early contender for the definitive social VR experience alongside software like AltSpace. It’s a status that will be hotly contested in the years to come as major players like Facebook enter the scene. For now, the platform supports position-tracked controllers, and features cartoon-like avatars not too dissimilar to the ones seen in Facebook’s Oculus Connect 3 demo.

The Steam launch does reveal a few new bits of info, however. For starters, the developer only plans to have the platform in Early Access for a few more months before releasing in full, though that’s dependent on the community’s reaction to the current iteration. The full version will feature improved discovery tools and access to a Marketplace for new ones created by other users. The full version will also be free for all, and we’ll hopefully see it expand to other platforms over time.

It’s going to be interesting to see how Sansar stacks up to High Fidelity in the coming months, especially as the latter is built by a Linden Lab figurehead. For consumers, this competition should hopefully mean better products, but just how important either will be to the future of social VR remains to be seen.

Preview: ‘Project Sansar’ Could Give Social VR Worlds a Second Life

‘Project Sansar’ Could Give Social VR Worlds a Second Life

I’ve been covering virtual reality for almost a year now. In that time my jaw has only dropped once: when I saw the whale in my very first VR experience, The Blu. Since then I have been impressed, mystified, overwhelmed, etc. many times,  but I have never truly managed to recapture that “this changes everything” sensation from my first ever demo. This meant that I was as surprised as anyone to feel my jaw hit the floor earlier this week as I stepped inside Linden Lab’s project Sansar and once again saw the future being written before my very eyes.

Linden Lab is best known for the massively multiplayer online community known as Second Life. I’ll let my friend Dwight explain it to those of you who are unfamiliar.

Second Life is less of a game to play, it is more of a place to be. That place is populated by hundreds of thousands of dedicated participants all creating, enjoying and even selling digital creations for real world payouts. According to Linden Lab CEO, Ebbe Altberg, “Second Life has a GDP of around $500 million dollars,” making this virtual economy larger than that of certain smaller nations.

Following the creation of one successful online universe, Linden Lab is now poised to release a second. Its new creation, Project Sansar, has been teased in various forms during its three years in development, but now the company is finally ready to show it in action to a few lucky participants. On Tuesday, I was one of those fortunate few.

Project Sanar is as hard to describe to the uninitiated as Second Life. It is not a game, a film, a tech demo, or a specific social VR experience. Sansar is raw, limitless virtual potential that can truly be forged into the inter-connected digital world we’ve been dreaming about since Snow Crash.

In my brief demo inside the platform I walked on the surface of mars, strolled through the Scottish Highlands, explored a mysterious door to another world, examined a photorealistic Egyptian tomb, stood inside of a 360 video, and enjoyed a massive, outdoor, 4k amphitheater.

Each of these moments could be an entirely separate article on this site made by a company solely dedicated to photogrammetry ruins, or watching 360 videos. But in Sansar, these are just products born from the infinite potential of a platform that may represent our best chance at a true VR metaverse.

What sets Sansar apart from the wealth of other “social VR” applications out there are the creation tools. Apps like AltSpace VR, Oculus Social, Big Screen and Rec Room all build specific spaces for you and your friends to inhabit with pre-set activities for you to enjoy. Sansar flips that script and gives you the opportunity to create any place and enjoy activity you choose with other people.

These spaces are built using Linden Lab custom creation engine and released using their cloud-based publishing system. The world you make could be as small as a classroom for teaching biology, or a digital recreation of Westeros for taking the Iron Throne. There will also be scripting tools that enable designers to create their own games and avatar abilities (like shooting fire out of your mouth or flying) in the editor as well. Creators are encouraged by Linden Lab to design and import their own 3D assets into Sansar as well, and there will be a marketplace similar to that of Second Life‘s where users can exchange their creations for real world dollars and cents.

Each and every world I visited in Sansar was beautifully rendered, enjoyably designed and, most importantly, completely different from one another. The creators of Sansar emphasized to me over and over again that this is not an experience, it is a platform. From what I saw it is a platform that could replace many of the ancillary and disparate VR projects we’re seeing released today while democratizing the industry and exposing it to the mass creativity of the entire planet.

Sansar is shaping up to be our world’s first true exposure to science fiction programs like the “OASIS” from Ready Player One. We won’t have to wait until the far future to enjoy the project either. Linden Lab is targeting a “late Q1” release for a full Sansar release. It is currently in “creator preview” for a handful of testers.

We will have more insights from our interview with Sansar‘s creators next week. For now, start dreaming of the world you want to live in, because very soon you’ll have the ability to create it.