Microsoft Picks up AltspaceVR, Plans to Build the “preeminent [AR/VR] community”

Following weeks of speculation surrounding the social VR platform’s successful turnaround, it has been revealed today that AltspaceVR is now part of Microsoft. Despite being one of the original social VR services, the company fell into financial difficulties in July, and almost completely shut down.

Update (10/3/17): At today’s Windows Mixed Reality event in San Francisco, Microsoft announced that AltspaceVR is now part of the family. The social VR platform ran out of funding in July, announcing an imminent closure, but the service was saved thanks to a passionate community response and investment from an unnamed party, which has now been revealed.

“AltspaceVR is one of the pioneers in immersive communications bringing people together in virtual reality from over 160 countries to attend meetups, comedy shows, yoga classes, dance parties, and large-scale events hosted by NBC, Reggie Watts, Justin Roiland, Drew Carey and more,” reads the short statement provided on Microsoft’s press release. “With the AltspaceVR team onboard we look forward to building the world’s preeminent mixed reality community.”

Original article (08/15/17): While AltspaceVR is currently keeping details close to its chest, the venture-backed company appears to have found a solution to their recent financial difficulties, where they were unable to secure additional venture funding.

In a message to Road to VR, a spokesperson for AltspaceVR stated “We are now in discussions with third parties to develop a sustainable solution to continue development and growth for the future. We look forward to communicating more when possible over the coming weeks and months.”

Since establishing itself as one of the first social VR platforms in 2013, the market has become increasingly diverse, with the likes of Bigscreen, Facebook Spaces, JanusVRRec Room, and more offering different social experiences. Despite the competition, AltspaceVR says they’ve been able to retain about 35,000 active users per month, some of whom were passionate enough about the platform to talk about their memories and connections they had made, offering donations and encouragement to the team after the closure was announced.

“In the meantime, AltspaceVR is up and running for our user community and SDK developers with the help of a skeleton crew”, AltspaceVR tells Road to VR. “We will be rebuilding the calendar of events over the next few weeks. The staff will serve during peak times and certain other select hours to welcome new users, moderate as needed, and help with troubleshooting and technical questions.”

The surprise announcement of the closure would have surely piqued the interest of potential investors; indeed Oculus founder Palmer Luckey asked the public for their thoughts on whether he should ‘save’ the platform. It’s unclear whether he is actually involved in the turnaround, but his most recent tweet is about AltspaceVR’s good news.

The post Microsoft Picks up AltspaceVR, Plans to Build the “preeminent [AR/VR] community” appeared first on Road to VR.

Facebook Spaces Now Lets You Broadcast Live from VR to Any Facebook-capable Device

Facebook today announced their Oculus Rift app Spaces is getting an extra feature, bringing it closer in functionality to the rest of Facebook’s near ubiquitous platform—of course with a few extra ‘VR perks’. Starting today, Facebook is letting Rift owners ‘go Live’ and broadcast in-app video of their session, sharing it with the rest of the Facebook-using world.

Facebook Spaces, released in April on Rift, lets you view 360 photos and videos, doodle with a virtual set of Tilt Brush-style markers, visit VR buddies in the virtual flesh, and manage your timeline, albeit in a limited way considering there’s no virtual keyboard solution yet. Despite the split from normal Facebook functionality, there are a few VR specific tools at your disposal.

The tool set already has a selfie camera that lets you snap impromptu pictures and share them to your Timeline, and a ‘Messenger’ call function that lets you place direct VR-to-realty video calls with anyone on your Facebook friends list. With the recent update pushing out today, you’ll now have a virtual camera too that you can position anywhere in the space to capture your session.

image courtesy Facebook

Just like going live in non-VR broadcasts, friends on Facebook can comment or ask you questions in the moment. You can even see their emoji reactions while you’re in VR, and pick out the best comment by hand to highlight it for the rest of the viewers.

In the promo video, Facebook is suggesting the new Live feature would be valuable for when the video’s contents could be useful to many people, like during office hours for a college-level course. Teachers could hypothetically institute the new ‘VR office hours’ today supposing enough of their students had Oculus Rifts. Letting a conversation unfold naturally between a teacher and student can yield some valuable answers that some less outspoken students wouldn’t naturally be inclined to ask.

Facebook’s latest update to Spaces comes hot on the heels of a dramatic price drop for the Oculus Rift, now cut to $400 for the next six weeks for both the Rift headset and Touch motion controller.

This price drop comparatively puts the Oculus Rift + Touch in the same range as the latest gen consoles such as the PS4 Pro ($399) and the more expensive Xbox One X ($499).

Facebook ‘Spaces’ on Rift

The post Facebook Spaces Now Lets You Broadcast Live from VR to Any Facebook-capable Device appeared first on Road to VR.

Bill Nye in VR & ‘TheWaveVR’ Concert, Two Virtual Events Worth Attending This Wednesday

This Wednesday, you can fill up your brain with knowledge in a unique opportunity to meet Bill Nye ‘the Science Guy’ in the digital flesh, and then melt your brain immediately afterwards at a VR concert, where crowds can interact with mind-expanding 3D objects while experiencing music from digital musician GRIMECRAFT like never before.

Bill Nye in AltspaceVR

image courtesy AltspaceVR

Where: AltspaceVR

When: July 12 @ 2:30pm PT (your timezone)

How: Login or create an AltspaceVR account, then RSVP here. AltspaceVR supports cross-play between Google Daydream, HTC Vive, Oculus Rift, Gear VR and traditional monitors.

What: This is your chance to meet Bill Nye ‘the Science Guy’, TV personality and engineer, in AltspaceVR. Get a chance to win a signed copy of Bill Nye’s book, Everything All at Once by RSVP’ing and attending the show.

GrimeCraft in TheWaveVR

Where: TheWaveVR

When: July 12 @ 7:00pm PT (your timezone)

How: Download TheWaveVR on Steam (US-residents only)

What: With his gaming-inspired tunes, digital musician GRIMECRAFT will present new songs at a crowd-interactive, audio-visual show that’s aiming to push the boundaries of the concert format using the medium of VR. The platform’s creators have built “powerful tools to create this content and represent artists’ music and aesthetic in new ways through these shows,” CEO Adam Arrigo told us.

This will be TheWaveVR’s second show after putting on NFOLD, an audio-visual spectacle only possible in VR which featured LA-based digital artist Strangeloop in association with the label BRAINFEEDER. (check out the video below)

“In the coming weeks, you’ll see us releasing content that is incredibly varied and specific to that artist. We want each show to feel like a portal into that artist’s world- to have unique visuals and interactions that couldn’t be possible outside VR,” Arrigo told us.

The post Bill Nye in VR & ‘TheWaveVR’ Concert, Two Virtual Events Worth Attending This Wednesday appeared first on Road to VR.

Volkswagen Group, One of the World’s Largest Companies, is Building VR Apps to Help Employees Collaborate Across the Globe

Volkswagen Group, the multi-brand automotive company, has developed VR apps to make long-distance collaboration in production and logistics an easier task. Using the HTC Vive, the company has created what it calls the Volkswagen Digital Reality Hub Group, a VR platform that will help the company’s employees collaborate across the Audi, SEAT, ŠKODA and Volkswagen brands.

The company has used its suite of VR apps to allow multiple users to simultaneously collaborate while physically located between Volkswagen logistics office in the Czech Republic and the company’s headquarters in Wolfsburg, Germany. Apps in the platform already include VR logistics training, realistic workshop environments created using photogrammetry, and VR spaces for exchanging best practices—all of course with avatars so employees can talk face-to-face.

Developed with VR production studio Innoactive, the Volkswagen Digital Reality Hub made its public debut at the Digility conference and exhibition in Cologne this week.

image courtesy Volkswagen Group

Mathias Synowski, a VR user from Group Logistics, says the company’s VR app will “make our daily teamwork much easier and save a great deal of time.”

“Virtual reality creates the ideal conditions for cross-brand and cross-site collaboration,” Jasmin Müller from Audi Brand Logistics explains.

“[E]xchanging knowledge is just as important as bundling knowledge. That’s why we came up with the Volkswagen Digital Reality Hub central platform in collaboration with Innoactive. All employees have access to all existing VR elements as well as existing knowledge via the platform. That way, we enable individual units to implement new use cases quickly and jointly move in VR applications so they can plan new workflows interactively,” says Dennis Abmeier from Group IT.

The Volkswagen Digital Realities Team is currently developing more apps for production and logistics intended for the company’s fleet of HTC Vive Business Edition headsets.

The post Volkswagen Group, One of the World’s Largest Companies, is Building VR Apps to Help Employees Collaborate Across the Globe appeared first on Road to VR.

Facebook 360: Facebook’s First Virtual Reality Application

Facebook is one of the top online social networking site that grants its users to network with friends and family as well as make other new connections.

These days, Facebook has been intertwining the real and virtual worlds of the site in a pinch by launching its first ever VR dedicated application the Facebook 360.

Facebook has committed major assets and billions of dollars to virtual reality, but still a border between what goes in the Facebook app and on the Oculus Rift and Gear VR has been pretty much recognized.

Facebook 360 will play as a hub for the 360 video and photo content that is posted to the site. Facebook announces that there are over one million 360 videos that were posted to the site in company with more than 25 million 360 photos on the date. As to its launch, Facebook 360 will only be available for the Gear VR mobile headsets. This app is available for download in the Oculus Store.

Facebook 360 will exhibit its four main “feeds” during launch, to deliver the content to its users’ naked eyes much closer than ever.

These are:

  • The “Explore” tab will provide users a panoramic look at the 360 content that is famous beyond Facebook from a diversity of media companies and creators.
  • The “Following” tab on the other hand will let you rotate into the content that have been created by your friends.
  • The “Saved” tab will give you the opportunity to practice 360 content that you may have viewed on the web in the way that is an immersive in-headset experience.
  • And the “Timeline”, this will let you monitor out your own 360 videos and photos all in one place.

This app will let users post reactions to the contents at the same time will also be able to share and save 360 photos and videos. From this official app, Facebook promises to users that there will be more social features to come.

Along with this additional app, Facebook is affirming its video strength over the Oculus Video app which has formerly been the most gone spot for Gear VR users of engaging videos from Facebook.

Facebook has named Xiaomi’s Hugo Barra as the VP of VR on January. It has been a surprising end appointment for the leadership restructuring at the Oculus that have started when CEO Brendan Iribe proclaimed all of a sudden that he would be stepping down as the company’s chief executive and instead will be leading Oculus’ PC VR.

It is clear that the company has been thinking a great vision for bringing its approximately 2 billion users throughout the world of VR while Facebook continues to perform on its own assets of social VR features and that Facebook 360 app may be one of the best stepping stones in doing so.

The post Facebook 360: Facebook’s First Virtual Reality Application appeared first on Infinityleap - Technology stops for no one..

MindMaze And Dacuda Collaborate To Parallelize Mobile Room-Scale And Social Virtual Reality Experiences

Dacuda is currently the leading computer vision company that aims to democratize the 3D world and improve Social Virtual Reality experiences. Dacuda is now the top in Smart Scanning Technology and Virtual Reality that is why many companies are proposing to collaborate with them. With these profile, MindMaze made its big leap in democratizing Mobile Room-Scale and Social Virtual Experiences by collaborating with Dacuda.

Virtual Reality specialist MindMaze and Dacuda joined forces to proclaim the launch in Q4/2016 of a mobile based HMD featuring 6 DoF room-scale tracking and emotion calculation on the ability to perform for social VR at the value point of a Samsung GearVR.

In Q4/2016 MindMaze will expand the technology for the users to widely address a bare left by Google’s DayDream View for positional tracking and many players interactions.

Dacuda is hopeful that this move will help MindMaze be a part of an article about the Oculus since everyone is so intrigued about what was Oculus been doing in the social ecosystem.

As a factor of the first Swiss-US VR Summit taken at Pier 17 in San Francisco, Dacuda’s positional tracking demonstration has been presented. Key note speakers from HTC and others are featured in the said event. Dacuda demonstrated how an HMD with positional tracking that can be applied to playroom-scale Desktop VR titles having more greater image quality than Oculus Rift or HTC Vive.

Their alliance was unveiled to launch “MMI”. This is the world’s first multi sensory computing podium for mobile based, social and immersive virtual reality applications.

The technology channel behind MMI basically came from some of the most leading neurotechnology recent computer vision algorithms. It presents MindMaze’s neural markers united with Dacuda’s SLAM Scan 6DoF room scale technology.

This project is stabilized to stimulate adoption of immersive virtual reality into particular streams of consumer gaming, media and healthcare. Anyone with a smartphone will have the avenue to high quality virtual reality experiences at full six degrees of freedom.

More information about the MMI will be revealed soon.

Dacuda.

It is a computer vision manufacture that redesigns the capacities of cameras through the real time. Dacuda’s mission is to deliver 3D capturing to all consumers by creating 3D content as easy as taking a video in response to its recognition as the leading premier in software 3D camera technology. Dacuda’s software 3D camera aids scale existing 3D use cases to consumers with application based scanning and authorizes innovative experiences for Augmented and Virtual Reality headsets.

MindMaze.

It is a neurotechnology company created at the intersection of neuroscience, virtual and augmented reality. MindMaze is now widening its multisensory platform into new podiums of consumer health and media applications.

This promising partnership is expected to create more VR innovations in the future to improve Mobile Room-Scale And Social Virtual experiences.

The post MindMaze And Dacuda Collaborate To Parallelize Mobile Room-Scale And Social Virtual Reality Experiences appeared first on Infinityleap - Technology stops for no one..

‘Rec Room’ Studio Raises $5M “to continue to build the future of Social VR”

Seattle-based VR studio Against Gravity has today announced they have received $5M in seed funding to continue to build Rec Room, the studio’s social VR platform.

Only launching last summer, the app has quickly become a success story, winning over fans on both Steam and Oculus Home with high marks. Rec Room seems to have found a winning formula with its over-the-top, YMCA-style social space, which gives you the ability to do everything from playing leisure sports to fist bumping, letting you create a ‘team’ so you can stay together as you tour the app’s many activities.

Rec Room is markedly more emotive than other social VR platforms, plastering your avatar with a melange of cute emojis that seem to cycle at a nearly human-level. Even if the emotes aren’t tied to your actual facial position though, you really can’t help but smile at them (really, it’s all in your brain).

rec room

Against Gravity maintains they’ve raised the $5M “to continue to build the future of Social VR.” Investors include of Sequoia, First Round, Acequia, Vulcan, Maveron, Anorak, Betaworks, The Venture Reality Fund, and many angel investors including investor and new Against Gravity board member Charles Fitzgerald.

The studio says that over 100,000 users visited Rec Room in the second half of 2016, having played over 1 million games, exchanging over 1 million high fives, and firing nearly a billion paintballs at each other—just one of their many games including dodgeball, 3D charades, disc golf, and zero-G paddle ball.

Future improvements to the platform include streamlining the UX and refining systems that can help minimize trolling and harassment. “We want to make it easier to find your current friends and to make new ones. We also plan to give you more ways to interact with those friends, both inside VR and out (oh my!).” writes Against Gravity CEO Nick Fajt in a recent blogpost. “With your help, we’ll be improving and extending both active and passive systems that let you manage specific situations based on your personal preferences, and that help us understand broad community trends to minimize bad interactions in general.”

Fajt formed Against Gravity after working as the Principal Program Manager on the HoloLens team at Microsoft, building the studio with previous HoloLens Creative Director turned CCO Cameron Brown. Fajt maintains the company will be keeping Rec Room free to download, “so anyone can join our community.”

 

The post ‘Rec Room’ Studio Raises $5M “to continue to build the future of Social VR” appeared first on Road to VR.

Facebook Says Introverts Feel More Comfortable with VR Social Interaction

A recent study by Facebook IQ, in which people completed one-on-one conversations in VR, concluded that most people respond positively, and introverts in particular feel more comfortable. Facebook IQ is a team established to assist marketers in understanding the way people communicate online and offline.

Facebook has been exploring the potential of social VR since their famous acquisition of Oculus VR in 2014. More recently, they detailed the results of their social VR avatar experiments and are planning to launch a ‘social VR app’ very soon. A different social experiment was recently completed by Facebook IQ, an internal team who help businesses understand communication trends and advertising effectiveness – asking 60 people to have a one-on-one conversation, half of them being in person, and half being in a VR environment wearing the Oculus Rift.

Interestingly, they didn’t use the VR avatars seen in Facebook’s own demonstrations, nor did they use the Oculus avatars found in the Rift’s menus – instead they used vTime, a popular ‘sociable network’ app available for Rift, Gear VR, Cardboard and Daydream. vTime uses its own full-body avatar system, complete with automatically-animating hands – surprising that these would be used in such an experiment. However, it seems like the main reason for choosing the software was to use its comfortable ‘train cabin’ environment – a familiar and natural place to converse with a stranger – and the focus of the experiment was about vocal communication.

facebook-vrApplied neuroscience company Neurons Inc was commissioned to assist with the study of cognitive and emotional responses; all participants wore high resolution electroencephalography (EEG) scanners, used to record electrical activity in the brain, and eye trackers. With half the group conducting a normal one-to-one conversation in person, and the other half engaged in vTime, Neurons Inc was able to compare the level of comfort and engagement of a VR conversation compared to a conventional one. The eye trackers helped to determine the user’s level of attention, and the EEG scanners were used to assess motivation and cognitive load, based on the level of brain activity. If the load is too low, it means the person is bored; too high and they’re stressed.

According to the report published on Facebook Insights, the participants, who had mostly never tried VR before, were within the ‘optimal range of cognitive effort’, being neither bored nor overstimulated. The cognitive load decreased over time, meaning that people naturally became more comfortable as the conversation progressed. In the interviews that followed, 93% said that they liked their virtual conversation partner, and those who were identified as more introverted responded ‘particularly positively’, being more engaged by meeting in VR than by meeting in person.

This increased confidence and reduced self-consciousness in introverts raises an interesting question about the current effectiveness of VR – did this occur because VR is already powerful, or not powerful enough? It seems that the main reason why introverts are less intimidated in VR is because it doesn’t feel as real as meeting someone face to face, and yet the entire industry is working towards making the experience as real as possible. What will happen when social VR reaches a level of fidelity that is much closer to meeting in person – are introverts only more engaged because of VR’s current limitations, or is there something unique to VR that introverts will remain attracted to, no matter how realistic it becomes?

The post Facebook Says Introverts Feel More Comfortable with VR Social Interaction appeared first on Road to VR.