Given that Unreal Engine powers dozens of VR games, experiences and toolsets, it’s no surprise that Epic CEO and Founder Tim Sweeney is excited about the future of the medium. But what does he think will be the killer app for VR?
“I think social interactions are the thing that everybody’s underestimating,” Sweeney affirms. “The applications of VR to mass market social experiences that everybody participates in is going to be the number one use of the technology.”
“We’ve never seen anything like this,” continues Sweeney. “Even if you’re only seeing a low-fidelity approximation of them, you feel like you’re there. We did not have that prior to VR.”
But Sweeney also admits that the technology has to be convincing enough to not be off-putting or grotesque.
“We’ve undergone millions of years of evolution that causes our brains to pick up on very subtle queues on how humans communicate, and keeping digital humans out of the uncanny valley is a big challenge for all game engines, and one we’re investing in heavily.”
The promise of hyper-realistic social experiences that erode distance are both far-reaching and uplifting, and the impact it can have for family members and friends living far apart are life-changing. Seniors who live across the country or perhaps in a completely different hemisphere can spend holidays with relatives. Old friends can participate in emotional reunions. And on-duty military service members don’t have to miss the birth of a child.
However, along with these amazing experiences, Sweeney cautions developers and creators to think about the negative implications that may come along with the technology and design accordingly.
“VR is a completely new medium with the level of realism that’s unprecedented. I think it has immense potential to be used for both good and evil, if we’re going to look at it that way. Game developers are going to have to be very thoughtful about how we approach this, both in our digital work and products we choose to create and also the way we expose social experiences to players. Griefing and harassment are things that are going to feel a lot more real in VR than if you’re just hearing somebody’s voice or they’re just typing text at you. These are real challenges for the whole industry, and we’ve been very thoughtful about that at Epic.”
The transformational and transportational aspects of VR are certainly exciting, and ones that also mean travel times can be reduced from hours or even days to nearly instantaneous.
“It’s teleportation,” Sweeney quips with an enthusiastic smile. “John Carmack said at a certain level of technology, VR is going to be a super power, and he’s totally right.”
In an email to UploadVR, AltspaceVR announced that it will be releasing a “new version of its software” that consists of a “mobile app that fully supports Google Daydream View and also provides access into AltspaceVR for compatible Android phones even without a virtual reality (VR) headset.”
AltspaceVR is a social, virtual reality experience in which you and your friends can meet, speak, play games and otherwise interact inside virtual reality. In the app, you are represented as one of a handful of different avatars. Your avatar’s head moves in response to yours and, depending on what hardware you have, you can even bring your hands into the experience as well to communicate using gestures and body language.
By bringing its software to the Daydream View and non-VR Android smartphones, AltspaceVR has become one of the most comprehensive, cross-platform VR programs on the market. The app is already available for the HTC Vive, Oculus Rift and Samsung GearVR. That left Daydream and PSVR as the last remaining device for AltspaceVR to conquer on VR’s Mt. Rushmore of notable headsets. Daydream is in the bag now, but in a Reddit post from last October, AltSpaceVR reps spoke to PSVR support saying: “being cross-platform, and available for as many people as possible, is hyper important to us at AltspaceVR. That said, we’ve got nothing to announce about PSVR.”
“We are excited about serving Daydream customers, which could number in the tens of millions by the end of the year,” Eric Romo, founder and CEO of AltspaceVR said in a statement. “We are looking forward to providing them with the wide range of activities and events that are available in AltspaceVR, and connecting them with their friends on other platforms.”
The most exciting part of this news, however, has to be the Android support. In a 2015 report on Android Central, Google claimed that there were over 1.4 billion Android enabled devices around the. With two more years of growth since then, that number could easily now be above 2 billion. Giving that many people a glimpse into a VR world, even if it’s a restricted experience, could provide a massive boost to VR’s adoption rate.
According to AltspaceVR, the updated app has a “mobile view feature,” which allows users to “enter AltspaceVR even without Daydream or any VR headset, using just the screen on their phone and audio headphones or earbuds.”
AltspaceVR also has a similar “two dimensional mode” available now for PC and Mac. AltspaceVR is available now on the Google Play Store for free.
In an email to UploadVR, AltspaceVR announced that it will be releasing a “new version of its software” that consists of a “mobile app that fully supports Google Daydream View and also provides access into AltspaceVR for compatible Android phones even without a virtual reality (VR) headset.”
AltspaceVR is a social, virtual reality experience in which you and your friends can meet, speak, play games and otherwise interact inside virtual reality. In the app, you are represented as one of a handful of different avatars. Your avatar’s head moves in response to yours and, depending on what hardware you have, you can even bring your hands into the experience as well to communicate using gestures and body language.
By bringing its software to the Daydream View and non-VR Android smartphones, AltspaceVR has become one of the most comprehensive, cross-platform VR programs on the market. The app is already available for the HTC Vive, Oculus Rift and Samsung GearVR. That left Daydream and PSVR as the last remaining device for AltspaceVR to conquer on VR’s Mt. Rushmore of notable headsets. Daydream is in the bag now, but in a Reddit post from last October, AltSpaceVR reps spoke to PSVR support saying: “being cross-platform, and available for as many people as possible, is hyper important to us at AltspaceVR. That said, we’ve got nothing to announce about PSVR.”
“We are excited about serving Daydream customers, which could number in the tens of millions by the end of the year,” Eric Romo, founder and CEO of AltspaceVR said in a statement. “We are looking forward to providing them with the wide range of activities and events that are available in AltspaceVR, and connecting them with their friends on other platforms.”
The most exciting part of this news, however, has to be the Android support. In a 2015 report on Android Central, Google claimed that there were over 1.4 billion Android enabled devices around the. With two more years of growth since then, that number could easily now be above 2 billion. Giving that many people a glimpse into a VR world, even if it’s a restricted experience, could provide a massive boost to VR’s adoption rate.
According to AltspaceVR, the updated app has a “mobile view feature,” which allows users to “enter AltspaceVR even without Daydream or any VR headset, using just the screen on their phone and audio headphones or earbuds.”
AltspaceVR also has a similar “two dimensional mode” available now for PC and Mac. AltspaceVR is available now on the Google Play Store for free.
On May 25th, 2017, bride and groom Elisa Evans and Martin Shervington will get together with friends and family at one of their favorite hangout spots: a quirky florist that doubles up as a bar in the Welsh city of Cardiff. They will then don their HMDs, and join the remainder of their guests scattered all around the globe for the world’s first official VR wedding ceremony of its kind.
“The value of VR is its ability to allow people to connect emotionally with one another,” says Gerald Gottheil from AltspaceVR, the social platform which is facilitating this. “What’s interesting about doing a wedding is that while other social VR events might bring people together, they’re focused on the event itself – we’re watching a film, a show, playing a game – in a wedding the whole purpose of having this event is to connect emotionally by showing support between friends and family for the couple who are making that commitment to each other. It’s the purest example of using VR to connect people.”
The ceremony will be officiated by AltSpaceVR’s Community Manager and Social VR Content Creator Lisa Kotecki, who will be 5,000 miles away on the other side of the world in San Francisco. She’s certified to lead civil ceremonies in America, but in the UK the marriage certificate must specify the physical location where the wedding took place, and this needs to be a certified wedding venue. This is why the bride and groom are in the process of registering their local florist-bar as such, and booking a registrar to “make it official” after the VR ceremony takes place. When I spoke to Shervington, he was relaxed about the arrangements, happy to do “whatever it takes for us to legally end the day married.”
While there are plenty of examples of people using VR to construct creative and rather moving ways of proposing to their loved ones, Kotecki believes that this is the first time that a Social VR platform will host a full-blown wedding ceremony and reception like this.
“It’s certainly a first for there to be VR guests, and for it to be a proper marriage and for it to be recorded in this way,” says Shervington, alluding to the way that guests will not only be able to share into the live event through VR, but also continue to revisit it afterwards. By employing an AltspaceVR feature called “encore” (which the company already uses for live events such as comedy shows) the ceremony will actually be filmed in VR. It’s entirely different from seeing a movie or watching a video, he says, because you’re enabling people to experience a special moment in time, as often as they like.
“As soon as I saw this I thought ‘crikey’ because this is something that people can keep revisiting,” says Shervington. “I can go back as an avatar, or as myself, and go live it all again. For something as personal as a wedding, that adds another very interesting psychological layer.”
Avatars can indeed help enhance the sense of presence in VR, and in this case – even though they were using standard, “off-the-shelf” avatars – they helped provide Shervington with another level of psychological connection with his wife-to-be when they first met in the virtual space where they were going to be married.
“You know, I quite like the idea of not being a humanoid,” explains Shervington. “She’s a pink and white robot and I’m a blue one. The psychological connection is not only the physicality and it’s not only environmental, it’s about subtle things like your voice and your tone, and you layer that familiar physical presence you know onto that avatar. It was different meeting her in VR to what I expected. I looked at her, with those big eyes, the way the head moves, and the lights go on and off as she speaks, and it’s cute! And it’s because she’s behind there. I love her, so why wouldn’t I love the representation of her?”
Shervington’s background in organizational psychology is what got him into VR initially, as he explored how the medium could facilitate better communication and social interaction. He then went on to work with Wearevr on a project and became an early adopter of AltspaceVR. Next month, he tells me, he will combine that interest in VR with a passion for stand-up comedy – and debut a show on the platform he describes as “comedy in VR about VR.”
So after him and his fiancée announced they were engaged, it seemed natural when a friend suggested they should do a VR wedding. “We’re not church-goers, and as far as I’m concerned marriage is in your heart, you make a decision, if you’re going to be with someone that’s what matters,” says Shervington, who approached AltspaceVR with the idea.
“It all unfolded very organically from there,” recalls Kotecki, who arranged for them to get special permission from the owner of an exclusive nightclub space in the platform called the Spire, which features, among other things, a lava lake. “You get an immediate psychological lift by being there,” says Shervington. “it’s great fun to be able to hang out in there and have a bit of an after party, we wanted to add something through the VR experience that we couldn’t get with a real-world venue,” he explains.
They’re not yet sure about the number of people that will attend the VR portion of the event, but there is “capacity” for about 150 guests, and the invites have started going out to the couple’s friends and family all over the world, including some who would not have been able to attend otherwise. Guests receive formal invitation and there’s a process in place to manage RSVP and registration to make sure it all comes together. The couple are also making a range of Samsung GearVR, HTC Vive and Oculus Rift headsets available to guests so that people in Cardiff can join the Spire party too.
“Maybe this is where the wedding planners of the future will work,” Gottheil speculates.
There will also inevitably be legal issues to sort out as more people choose to go down that route and express their love and commitment in this way. This is, after all, uncharted territory, and the law often takes a while to catch up with technology so we’ll eventually have to wrap our heads around how exactly this is going to change relationships in the virtual age. But in the meantime, platforms like AltspaceVR are content with providing a place for couples like Martin and Elisa to get together with their friends, and have an awesome party in the process.
Within premiered their first real-time rendered, interactive experience at Sundance New Frontier this year with Life of Us, which is the story of life on the planet as told through embodying a series of characters who are evolving into humans. The experience is somewhere between a film and game, and ends up feeling much like a theme park ride. There’s an on-rails narrative story being told, but there’s also opportunities to throw objects, swim or fly around, control a fire-breathing dragon, and interact with another person who has joined you on the experience. You learn about which new character you’re embodying by watching the other person embody that creature with you, and the modulation of your voice also changes with each new character deepening your sense of embodiment and presence.
LISTEN TO THE VOICES OF VR PODCAST
I had a chance to catch up with Within CTO and co-founder Aaron Koblin at Sundance to talk about their design process, overcoming the uncanny valley of voice modulation delays, how the environment is a primary feature of VR experiences, and how their background in large-scale museum installations inspires their work in virtual reality.
Koblin also talks quite a bit about finding that balance between the storytelling of a film and interaction of a game, and how Life of Us is their first serious investigation into that hybrid form that VR provides. He compares this type of VR storytelling to the experience of going to a baseball game with a friend in that this type of sports experience is amplified by the shared stories that are told by your friends. This is similar to collaborative storytelling of group explorations of VRChat, but with an environment that is a lot more opinionated in how it tells a story.
Life of Us is a compelling way to connect and get to know someone. The structure of the story is open enough to allow each individual to explore and express themselves, but it also gives a more satisfying narrative arc than a completely open world that can have a fractured story. Life of Us has a deeper message about our relationship to each other and the environment that it’s asking us to contemplate. Overall, Koblin says that our relationships with each other essentially amount to the sum total of our shared experiences, and so Within sees an opportunity to create the types of social & narrative-driven, embodied stories that we can go through to connect and express our humanity to each other.
Here’s a trailer for Life of Us:
The Life of Us experience should be released sometime in 2017, and you can find more information about Within website (which links to all of their platform-specific apps), or their newly launched WebVR portal at VR.With.in.
Rec Room ist ein etwas verrücktes Virtual Reality Spiel bei dem ihr in einer virtuellen Sport-Umgebung spielen und euch gleichzeitig mit Anderen unterhalten könnt (hier findet ihr unsere Bewertung).
5 Millionen US-Dollar von großen VC-Technikfirmen
Nun erhält das Entwicklerstudio Against Gravity fünf Millionen US-Dollar an Investitionen, teilweise auch von großen VC-Technikfirmen wie Sequoia Capital und Vulcan. Unterstützung kommt auch von First Round Capital, Acequia Capital, Maveron, Anorak Ventures, Betaworks sowie The Venture Reality Found.
Gegründet wurde das Against Gravity vom heutigen CEO Nick Fajt mit einigen Kollegen von Microsofts HoloLens Team, das sich mit der Entwicklung von Augmented Reality Technologie beschäftigt.
Mit der Veröffentlichung der HTC Vive und der Oculus Rift Ende Frühjahr letzten Jahres kam auch das Spiel Rec Room auf den Markt. Ziel ist es, dass Menschen, die sich nicht kennen, trotzdem etwas zusammen unternehmen oder Spiele spielen, um das Eis zwischen ihnen zu brechen. Was dem Entwicklerstudio auch gelang. Mittlerweile hat die Community schon über eine Millionen Spiele gespielt und mehr als 100.000 Nutzer waren in der zweiten Hälfte 2016 in der virtuellen Welt von Rec Room unterwegs. Ihre durchschnittliche Spielzeit betrug dabei 35 Minuten.
Ein Co-Op Mode ist geplant
In Zukunft will Against Gravity das Spiel mit einem Co-Op Mode in Form eines Quests ausstatten. Dabei sollen vier Spieler zusammen in einer Gruppe gegen Monster und Trolle kämpfen sowie Beute von ihren Plünderungen einsammeln. Außerdem wollen die Entwickler mehr Tools hinzufügen, um gegen Belästigungen innerhalb der Community anzukämpfen. Schließlich sollen in Rec Room Menschen aus allen Gesellschaftsschichten zusammentreffen. Darüber hinaus will Against Gravity ein Vorreiter im Hinblick auf Eindämmung und Verbannung von Online-Belästigung sein.
Für die Zukunft ist Nick Fajt positiv gestimmt. „Ich persönlich glaube, dass AR und VR die nächsten Computerplattformen sein werden“, sagt Fajt. „Wir werden diesen Markt über die nächsten Jahrzehnte wachsen sehen. Es ist definitiv aufregend ein Teil der Gruppe zu sein.“
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).
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.”
There are a number of immersive storytelling innovations Sundance 2017 in a number of experiences including Dear Angelica, Zero Day VR, Miyubi, and Life of Us, but Mindshow VR’s collaborative storytelling platform was the most significant long-term contribution to the future of storytelling in VR. I first saw Mindshow at it’s public launch at VRLA, and it’s still a really compelling experience to record myself playing multiple characters within a virtual space. It starts to leverage some of virtual reality’s unique affordances when it comes to adding a more spatial and embodied dimension to collaboratively telling stories.
I had a chance to catch up with Visionary VR’s CEO Gil Baron and Chief Creative Officer Jonnie Ross where we talk about how Mindshow is unlocking collaborative creative expression that allows you to explore a shared imagination space within their platform. We talk about character embodiment, and the magic of watching recordings of yourself within VR, how they’re working towards enabling more multiplayer and real-time improv interactions, and they announced at Sundance that they’re launching Mindshow as a closed alpha.
LISTEN TO THE VOICES OF VR PODCAST
This is also episode #500 of the Voices of VR podcast, and Jonnie and Gil turn the tables on me for what I think the ultimate potential of VR is. My full answer to this question that I’ve asked over 500 people will be fully covered in my forthcoming book The Ultimate Potential of VR. But briefly, I think that VR has the power to connect us more to ourselves, to other people, and to the larger cosmos. Mindshow VR is starting to live into that potential today of providing a way to expressing your inner life through the embodiment of virtual characters that you can then witness, reflect upon, and share with others, and Google Earth VR shows power of using VR to connect more to the earth as well as the wider cosmos.
If you’d like to help celebrate The Voices of VR podcast’s 500th episode, then I’d invite you to leave a review on iTunes to help spread the word, and become a donor to my Voices of VR Patreon to help support this type of independent journalism. Thanks for listening!
Everyone begins in The Hub. The sky is purple and full of stars and the ground is rough and hewn from stone. There’s an extra-dimensional vibe going on here as you begin to look around. You spot your friends in one corner and walk over to them. Your group begins to backflip and breakdance by way of greeting, and then Dan opens a portal and you all head out to play some outer space laser tag.
Welcome to VRChat.
VRChat is a new social VR experience that is beginning its early access phase on Steam today, though developers who purchased early Rift developer kit headsets would remember it as one of the first social VR experiences. UploadVR recently had the chance to try the latest version out for ourselves. We found a platform that is full of potential and good ideas. It’s just a matter of seeing how well those ideas are realized.
The basic idea of VRChat is that it is a universe in flux. You, as a user, have the ability to create and import your own avatars, items and even entire worlds for you and your friends to utilize. Want to play cops and robbers in the old west? Go for it. Want to play digital laser tag? Enjoy. Or do you just want to hang out and bowl? VRChat has you covered.
During my experience I saw anime avatars, cartoony people that came up to my knees and even Mr. Duke Nukem himself. I was being squired about by VRChat’s chief creative officer Ron Millar. Millar took me into all of the different experiences listed above. And while none of them felt nearly as polished or as feature-rich as the handful of experiences currently available in other social VR titles like Rec Room, what was impressive about them was the sort of raw creativity they represent.
The bowling, cowboy and laser tag experiences were all put together by Millar and his team for my demo, but other worlds like them could be built by any VRChat user. The possibilities of a user-generated VR universe is enough to get my mouth watering and, according to Millar, the possibilities do seem just about endless for what can be done with just VRChat and development platform Unity. There’s a sort of “creative hacker” feel to that sort of customization and now that the app is entering early access later today, I can’t wait to see what sort of avatars, worlds and experiences the community will unleash.
You move between worlds and experiences in VRChat via portals. You have a menu that lets you change your skin, pick a new world or share one of several emotes. This menu can be pulled up any time and new actions can also be built outside of VRChat and imported to wow your friends.
Outside of its “anything is possible/Ready Player One” promise, there is not too much that separates VRChat from its contemporaries like Altspace, High Fidelity, etc. The main thrill of the app still lies in seeing others, chatting with them and entering activities with friends from far away. The steady increase in these types of experiences may lead to some die-off among less compelling experiences. We’ve already seen one company shuttered in the VR productivity app space this year, and another early VR social platform, Convrge, closed down early last year as its creators moved to other projects. Time will tell if the customization options in VRChat will help it attract enough users to sustain a workable experience and business model as the years go by.
On the heels of its early access launch later today, VRChat also announced a partnership with Morph 3D to create more expressive avatars. Morph previously brought its avatar system to High Fidelity According to a representative from the company, the system is meant to let any user “create avatars featuring dynamic lip sync, eyes that track, hand gestures, full-body IK and speech that uses spatial audio.”
VRChat is available now for the HTC Vive and Oculus Rift with support for more platforms coming in 2017, according to the company. You can download it now with a Windows PC. The early-access program will begin today on Steam.
Sightseeing meets Geocaching – Destinations, Valves Tool für Entdecker und Erschaffer in VR, das bereits im Juni letzten Jahres in den Early Access übergegangen ist, bietet ab sofort deutlich mehr als nur die Funktion, Sehenswürdigkeiten in VR zu transferieren oder zu kreieren. Das gestrige Update soll die Multiplayer-Seherfahrung zu einem sozialen Spielplatz weiterentwickeln, indem zahlreiche neue Spielmodi und Gadgets den Weg in die Software finden. Was euch erwartet, erfahrt ihr im Folgenden.
Destinations Update bringt Geocaching Mode, neue Avatare, Tools und Orte
Destinations ist ein gutes Beispiel dafür, dass Valve stets bemüht ist, die eigenen Produkte weiterzuentwickeln und gewillt ist, gegebenenfalls einen neuen Weg für einen Titel zu beschreiten.
Mit den Workshop Tools für VR-Entdecker hattet ihr bisher lediglich die Möglichkeit, reale oder erfundene Orte in der virtuellen Realität sicht- und besuchbar zu machen und sie im Multiplayer gemeinsam zu bestaunen. Wer schon immer einmal den Eiffelturm aus der Froschperspektive sehen wollte, fand in Destinations einen Fundus interessanter Orte und Szenarien. Schade war bis dato nur, dass man die Sightseeing-Erfahrung in VR nicht interaktiv gestalten und formen konnte – bis dato.
Mit dem Update ermöglicht es euch Valve nun, ganz im Stile der Konkurrenz von Facebook, Linden Lab oder Altspace, die Kreationen der Community gemeinsam zu erleben und darüber hinaus mit ihnen zu interagieren. Destinations wandelt sich also von einer rein visuell erfahrbaren Umgebung in einen sozialen Raum, in dem ihr die neuen Tools nach eurem Gusto nutzen könnt.
Unter den frischen Inhalten, die das Update mit sich bringt, findet ihr Geocaching Quests, Anpassungs-Optionen für euren Avatar oder ausgefallene Tools wie einen Farbkasten mit entsprechender Zeichenausrüstung, sowie eine Drohne, mit der ihr eure Kunstwerke gekonnt umkreisen könnt. All diese Neuerungen steuert ihr natürlich mit den entsprechenden Controllern wie dem Oculus Touch und den Vive Wands.
Der offizielle Blogpost mit noch mehr Videos der Macher fasst das Social VR-Update folgendermaßen zusammen:
“Travel to various Destinations to find hidden item caches using the new Cache Finder tool. Locate one, and you (along with anyone questing with you) will earn a wearable item or avatar head to customize the way you look. Fancy a different hat than the one you found? Trade with other Destinations players on Steam or head over to the Steam Market. A new set of geocaching quests will appear each week, so get out there and find some caches!”
Das Update ist gestern offiziell erschienen und wir können es kaum abwarten, endlich die neuen Features auszuprobieren. Wir sehen uns in Destinations.