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.

 

Realis Displays VR Use-Cases for Its Motion Capture System

Earlier this month, the largest convention on the topic of computer graphics and interactive technologies was held in Vancouver, Canada. A number of new and developing technologies were on display there, including a demonstration from Chinese motion capture firm Shenzhen Realis Multimedia Technology, usually called simply Realis.

Motion capture, or mocap, is becoming a technology that is increasingly relied on for various applications, including filmmaking, visual effects and, of course, virtual reality (VR) and 360-degree video creation.

Realis at SIGGRAPH 2018

To keep up with the rising demand for this technology, Realis has upgraded its core technologies, and released two new software products for use with multi-person, full-body motion capture, called Tenoomi and Rovonga.

Rovonga is a marker-based system, which involves markers attached to a human performer at key locations. This allows for a whole-body skeleton model to be produced. This model can then be used to drive human-like movement. Rialis say this system is designed for applications including filmmaking, animation production, sport training and scientific research.

The Tenoomi system is likely to be the one more of interest to VR developers and creators. It is a rigid body solution for full-body motion capture. This technology is said to be suitable for scenarios where real-time interaction between humans and computers is needed, such as videogames, VR and broadcasting.

Realis has provided a pre-compiled and ready-to-use inverse kinematics algorithm with the software. Support for connections to 3D or VR engines including Unreal Engine 4 and Unity.

The company says its goal is to foster more in-depth interaction between humans and computers. Realis’s CEO, Xu Qiuzi said: “Realis is committed to provide optical motion capture and human-computer interactive technology. The official version of the full-body motion capture system is supposed to provide a cost-effective, developed and made in China mocap solution with high capacity and professional support to users. Realis full-body motion capture solution is critical for projects of the next generation such as film and television, military, VR developers, sports, and industrial simulation.”

Realis at SIGGRAPH 2018

For further news on new developments in the VR industry, keep checking back with VRFocus.

Google präsentiert Entwicklung der Lichtfeldfotografie auf der SIGGRAPH 2018

Werbung für Virtual Reality Hygiene

Auf der SIGGRAPH 2018 stellten die Expert/innen von Google ihre Forschung und Arbeit im Bereich der Lichtfeldfotografie vor und gaben dabei interessante Einblicke in die Technologie.

SIGGRAPH 2018 – Google präsentiert eigene Entwicklungen innerhalb der Lichtfeldfotografie

Bereits im März 2018 veröffentlichte Google seine VR-Erfahrung Welcome to Light Fields, welche einen Einblick in die Lichtfeldtechnologie gewährt. Die App entstand als Auskopplung der Forschungsarbeit des Google-Teams, das unter anderem den Lichtfeld-Experten Paul Debevec beheimatet.

Google-Siggraph-Lightfield-capture

Auf der VR-Tour werden in verschiedenen Lokalitäten, wie beispielsweise einem Raumschiff, den Nutzer/innen die Vorzüge der Lichtfeldtechnik nähergebracht. So werden innerhalb der immersiven Erfahrung die Technik erklärt und verschiedene Lichtfeldfotos vorgestellt. Dank der Lichtfeldaufnahmemethode ist es den Nutzer/innen möglich in realistische Szenen mitsamt dynamischen Lichtreflexionen einzutauchen und sich innerhalb dieser sogar zu bewegen. Ein großer Unterschied zu den derzeitigen Verfahren.

Die Fortschritte in der Forschung innerhalb des Lichtfeldbereichs stellte Google nun auf der SIGGRAPH 2018 vor. In der knapp einstündigen Präsentation gehen Debevec und weitere Speaker auf diverse Probleme innerhalb der Arbeit ein, stellen die Technologie selbst sowie Prototypen vor und erklären, warum man sich für spezielle Entwicklungswege entschied.

So arbeiteten die Entwickler/innen zunächst mit einem speziellen Kameragestell, das 16 vertikale Kameras in einer bogenförmigen Vorrichtung befestigte. Bei der Aufnahme eines Lichtfeldfotos dreht sich die Halterung einmal um sich selbst und kann somit aus sämtlichen Perspektiven aufnehmen. Der Vorgang dauert zwischen 30 bis 90 Sekunden.

Google-Siggraph-Lightfield-capture

Bei der Aufnahme von Personen wurde eine Markierung an der Kamera befestigt. Als Instruktion wurde den Fotomodellen gegeben, sich nicht zu bewegen, dafür jedoch stets die Markierung im Auge zu behalten. Das Ergebnis findet sich in der VR-Erfahrung Welcome to Light Fields wieder: Eine lebensechte Person, die aus sämtlichen Perspektiven Augenkontakt mit den Nutzer/innen hält.

Weitere Fakten und Einblicke sind innerhalb der Präsentation enthalten. Nach knapp einer halben Stunde wechselt das Thema auf fraktale VR-Software.

(Quellen: Upload VR | Video: ACMSIGGRAPH YouTube)

Der Beitrag Google präsentiert Entwicklung der Lichtfeldfotografie auf der SIGGRAPH 2018 zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

New Mirror Reconstruction Technology Revealed by Facebook Reality Labs

In what looked like the start of things to come for the Oculus brand, back in May it was announced that Oculus Research, the R&D division of the company was being rebranded as Facebook Reality Labs. Today, the new lab has made its first big announcement since the name change, introducing a new mirror reconstruction technology.

Facebook Reality Labs

When creating a realistic scene one of the hardest elements to get right are mirrors and glass panes, making not only reflections look true but also the way they scatter light in a scene. So Facebook Reality Labs has created a new fully-automated pipeline to reconstruct mirrors and other reflective flat surfaces, which it’ll be discussing at SIGGRAPH 2018 this month.

Detailing the research on the Oculus blog, the team highlights the advances made over existing 3D scanning systems.

“If you look around the mirror section of a home decor shop, you’ll immediately see a wide range of shapes and sizes—almost no two mirrors are the same!” says Research Scientist Thomas Whelan. “It became obvious to us very early on that we needed a general solution that didn’t make too many assumptions about what was being reconstructed. We really wanted a solution that just worked in real-world environments because that’s where it’s most useful.”

Facebook Reality Labs

“The sheer variety of mirror types and shapes was quite stunning in the beginning,” Research Scientist Julian Straub went onto note. “Designing a system that would be able to handle most or all mirror shapes and sizes was the main goal. Then we realized that the system would also work with glass surfaces with a minor additional classification step. That was pretty cool.”

They learnt that by identifying mirrored surfaces, they could then re-render a scene with correct geometry and reflections. This led to the creation of a capture rig which included an infrared depth capture camera, an RGB color camera, two SLAM cameras, an infrared projector and a special target the system could identify.This allowed a mirrors boundary to be identified even without a frame.

Check out the video below for a more hands-on description, or head over to SIGGRAPH 2018 for the full in-depth talk. This is just one of the ways Facebook Reality Labs is helping developers deliver more immersive content, as further advances are made VRFocus will keep you updated.

Epic Games Are Bringing Unreal Engine To SIGGRAPH 2018

Videogame and software development studio Epic Games have announced that it will be attending the upcoming inter-disciplinary educational and technology event SIGGRAPH 2018. The event showcases the latest in computer graphics and interactive techniques and is set to feature a number of virtual reality (VR) and augmented reality (AR) titles and products. Epic Games will be bringing their impressive Unreal Engine 4 to the event to give attendees a fresh taste of the latest cutting edge technology that powers countless experiences.

Attendees will be able to experience a number different Unreal Engine related talks and demonstrations including the Star Wars ‘Reflections’ demo in real-time on Tuesday, August 14th, 2018. Here, from 6 pm until 7:45 pm, Epic Games, Nvidia, and ILMxLAB will present the stunning ‘Reflections’ virtual filmmaking demonstration during SIGGRAPH’s Real-Time Live! special event. This was first showcased back at the Games Developer Conference 2018 and uses the latest technology in Unreal Engine 4 along with leveraging VR to deliver a stunning visual experience.

Wednesday, August 15t, 2018 will see a full day of presentation that will feature information-packed talks on real-time production with the Fortnite animated trailer, live performance motion capture, real-time raytracking, virtual production and much more.

Unreal Engine 4.20

If that is not enough then attendees can come to Booth 1401 to experience a mix of both in-hour and customer speakers that will offer plenty more experiences and information from real users that leverage the power of Unreal Engine 4 everyday. Some of the special guests who will be at the event and talking about Unreal Engine 4 include The Future Group, The Mill, Third Floor, Atomic Fiction, Technicolor, Halon, Zaha Hadid, X Lab

Elsewhere at SIGGRAPH 2018, the event recently revealed its lineup for the Electronic Theater that will feature the next-generation of storytelling with a showcase of 25 short films and presentations, culled from over 400 submissions. Disney Animation Studios will also be debuting a VR short at SIGGRAPH 2018 titled Cycles, a short said to centers around the meaning of ‘home‘ and what it means to create one and the life that is lived within its walls.

SIGGRAPH 2018 is set to start on the 12th August and run until 16th August at the Vancouver Convention Centre, hosting a range of different programs within the conference and exhibition space. Further information and tickets can be found on the official SIGGRAPH website. For more news and coverage in the future, keep reading VRFocus.

SIGGRAPH 2018 Reveal Lineup For Electronic Theater Showcase

Inter-disciplinary educational and technology event that showcases the latest in computer graphics and interactive techniques has announced the full lineup for their Computer Animation Festival Electronic and Virtual Reality (VR) Theaters.

BAO

The SIGGRAPH Computer Animation Festival is known for continuously pushing the boundaries of computer-generated storytelling in film, videogames, visual effects, and more. Thanks to the improvements in immersive technology both VR and augmented reality (AR) have a place at the festival, showcasing what the technology is capable of achieving. For SIGGRAPH 2018, the theme of the conference is “Generations”, and keep to that the Electronic Theater’s lineup is poised to  epitomize a next-generation showcase of 25 short films and
presentations, culled from over 400 submissions.

With an international showcase, the Electronic Theater will feature works from Ecuador, Spain, France, Canada, the United Kingdom, Poland, New Zealand, Sweden, and the United States; five student projects; and, two major studio shorts – Pixar Animation Studios’ “Bao,” written and directed by the studio’s first-ever female director of a short film, Chinese-Canadian-American artist Domee Shi, and DreamWorks Animation’s “Bilby.” The Electronic Theater is set to run for three evenings from 13th August through to 15th August, as is a ticketed event.

“We will be presenting a high caliber of work this year from a very competitive, international field of submissions. Our jury commented several times that there were tough decisions to be made over pieces that might have been a ‘slam dunk’ in previous years,” said SIGGRAPH 2018 Computer Animation Festival Director Larry Bafia. “Each year, the Computer Animation Festival provides a spectrum of computer graphics that is unique from any other festival. The work shown ranges from hyper-real to stylized, from student grad projects to small studio work, from large studio shorts to visual effects house showcases. Our 2018 festival will, once again, present a great variety of styles of visual storytelling — sure to make for an entertaining and compelling show.”

It was also revealed last month that Disney Animation Studios with be debuting a VR short at SIGGRAPH 2018 in the form of Cycles. The short is said to be one of the highlights of the programmer, being an experiment film that centers around the meaning of ‘home’ and what it means to create one and the life that is lived within its walls.

SIGGRAPH 2018 is set to start on the 12th August and run until 16th August at the Vancouver Convention Centre, hosting a range of different programs within the conference and exhibition space. Further information and tickets can be found on the official SIGGRAPH website. For more news and coverage in the future, keep reading VRFocus.

Disney VR Animation Short to Debut at SIGGRAPH 2018

Inter-disciplinary educational and technology event SIGGRAPH has announced the line-up for its virtual, augmented and mixed reality program, with a short VR film from Disney Animation set to have a prominent place.

Walt Disney animation Studios will be bringing its VR short film Cycles to SIGGRAPH 2018 for its world debut, where it will be shown alongside many other projects in the immersive technology area.

Recognising the growth of the immersive technology sector, the organisers of SIGGRAPH have created a space of visitors to the event to get a glimpse into the present and future state of virtual reality (VR), augmented reality (AR) and mixed reality (MR) with the Immersive Pavillion.

The Immersive Pavillion will be devoted exclusively to immersive technology and will feature the Vrcade, which will contain a variety of VR,AR and MR videogames and experiences. There will also be the VR Theater, which the organisers describe as a ‘storytelling extravaganza’ which will form part of the Computer Animation Festival.

“We are so excited about the new Immersive Pavilion — it will instantly become the place for our attendees to experience, play, and learn about the latest technological advances across all areas of these rapidly emerging media platforms,” said SIGGRAPH 2018 Virtual, Augmented and Mixed Reality Chair Pol Jeremias. “This year’s VR and mixed reality offerings will include innovative experiments, research, games, music videos, and more that are focused on the exploding and immersive interactive experience.”

The Disney animated short Cycle will form one of the highlights of the programme. Cycles is an experimental film that centers around the meaning of ‘home’ and what it means to create a home, and the life that can be lived within the walls.

Other features of the immersive pavillion will include presentations and panel discussions featuring companies such as Niantic Labs and Nvidia.

SIGGRAPH 2018 is due to take place on 12th-16th August, 2018 at the Vancouver Convention Centre. Further information and tickets can be found on the official SIGGRAPH website. For further news and coverage of upcoming events, keep checking back with VRFocus.