The Virtual Arena: From Silver Screen to Silicon Dreams! (Pt 2)

In the second part of his feature, (click here for part one) looking at the impact that the movie business and prominent Intellectual Properties (IP) have in steering new commercial entertainment VR business. Digital Out-of-Home entertainment (DOE) industry specialist Kevin Williams charts the major develops shaping this emerging new sector. One of the technologies gaining a strong interest from the deep pockets of this sector is the untethered backpack VR experience (Arena-Scale VR). The technology seen as the perfect medium to immersive the guest in the selected movie IP like-never-before, even some investors seeing this as a natural successor for the representation of the movie experience.

One of the most promoted developers of this approach has been The VOID, championing their ‘Hyper Reality’ concept. After many twists and turns the company opted to enter the race by presenting their technology within the Ghostbusters: Dimension attraction. Sony Pictures in partnership with operator Madame Tussauds investing in a walk-through waxwork attraction with a backpack virtual reality (VR) experience in support, commissioned from The VOID. The whole experience created as part of the marketing effort for the reboot of the famous Ghostbusters franchise, with the 2016 film.

The opening of the New York venue, though critically acclaimed and reported as seeing crowds, has yet to see the proposed roll-out at other Tussauds venues; but The VOID has opened a standalone Ghostbusters: Dimension attraction at JBR’s The Beach in Dubai. With a third installation charted for their new flagship entertainment facility in Utah, Nevada, scheduled to open to the public in July.

The growth in interest in movie properties having their own backpack VR experience was evident during CinemaCon 2017. New start-up Nomadic is an immersive entertainment company creating tactile VR adventures, and promoted at the conference their backpack VR experience (Arena-Scale), aiming to occupy a 20-foot-by-30-foot space. Not only seen as “Lobby Entertainment”, but targeting the existing screening rooms (auditorium), to be appropriated as standalone entertainment offerings with their own recurring revenue stream.

Major movie IP’s that have embraced Arena-Scale VR technology have started to reveal their plans thick-and-fast over the last few months – major movie studios such as 20th Century Fox, through their theme park arm (FoxNext Destinations) revealed that they are in the process of developing a 2,000 sq.,ft., multi-player VR experience based around the Alien movie franchise. FoxNext working to develop a ‘free-roaming’ VR experience undergoing secret testing. This new development building on the work creating a free cinema pop-up 360-degree VR journey called Alien: Covenant in Utero; the promotional lobby entertainment developed by FoxNext VR Studio in partnership with AMD Radeon and DELL.

Another major movie franchise receiving VR attraction investment was revealed to be in develop in partnership between Hasbro and DMG Entertainment, (through the recently established DMG VR division). The planned Transformers Experience Center is based on the popular Transformers IP that over the last 30-years has expanded to include comic books, animated series, films, video games and consumer products, the recent film properties generating $850 million internationally. The first interactive Transformers digital simulation experience center, scheduled to open in China this summer.

The application of arena-scale VR has been charted beyond the cinema landscape, with already Zero Latency establishing a growing number of locations for their multi-player backpack VR platform. The game system complimenting family entertainment centers and karting locations. A constant iterative process the operation launching their last multi-player backpack experience called Singularity with a play duration of 30-minutes in this space station exploration narrative. While at the same time announced that they were working on eight-player simultaneous experiences – while also planning to open the largest free-roaming virtual arena in America in the Boston-area later this year, and Philadelphia in 2018.

As previously reported the Asian amusement scene has jumped into out-of-home VR applications with both feet, in Japan investment in this approach has increased and Zero Latency, saw the first commercial installation of their system through a deal with SEGA at their JOYPOLIS site. Building on this, and a new location for Arena-Scale VR experiences opened within the brand new ‘SEGA VR Area’ location – taking over the top (6th) floor of the famous Club SEGA Akihabara amusement venue in Tokyo. The venerable Japanese amusement factory the latest to dip their toe into the waters of dedicated VR based out-of-home entertainment.

The first VR installation in this new space sees SEGA partner with Korean based Skonec Entertainment installing their new Mortal Blitz For Walking Attraction – a three player, backpack VR shooting experience, (using the Pimax 4K headset), opened to the public at the end of May. This destination facility approach following the work that the other amusement powerhouse BANDAI NAMCO Entertainment achieved with their first VR Zone: Project i Can temporary installation; BANDAI announcing that they will be opening a second version of their temporary VR Park in a matter of months in the Tokyo area. (Editor’s Note: For more about this check out two recent VRFocus stories about the experiences on offer including ones based on Mario Kart, Neon Genesis Evangelion, the Gundum franchise and Dragon Ball Z.)

Underlining the interest in using VR as an audience experience akin to a movie theatre or planetarium approach, and Japan has seen the launch of the VirtuaLink. A pop-up paid entertainment experience that has multiple guests sharing a virtual space, with a specially created 360-degree 3D video. Several locations around the Tokyo area will be turned into viewing theaters accommodating some 26 special seats (Wonder Pods) – the VR experience presented on Sony Interactive Entertainment (SIE) Playstation VR head-mounted displays (HMDs). The concept the closest seen to being a ‘virtual-planetarium’ experience, constructed by Konica Minolta Planetarium Corporation.

From those commentators entrenched outside of the out-of-home entertainment business, we have seen some wild and contradictory statements regarding the perceived impact of this business on the application of their hopes for VR – statements ranging from if VR is confined to public spaces there is a risk of stunting the growth of the medium, too comments that state to love to see these types of themed [VR] centers popping up around the world. A level of ignorance of the DOE market revealed in superficial research of the scene.

This confused speculation, illustrates the disquiet by some as their promised consumer sector slows, in the shadow of the growth (and revenue generating) out-of-home adoption; best illustrated by the growing numbers of consumer platforms pivoting to destination application. Along with HTC, we see OSVR (The VOID, Zero Latency) and StarVR (IMAX VR) deployment in VR arcade settings; it was recently announced in Japan of the new Virtual Gate platform developed by Techno Blood; allowing VR content to be enjoyed at the countries host of Internet Cafes, the platform partnered with the once consumer facing FOVE eye-tracked HMD – already operational at 33 net cafes in the country.

The commercial entertainment industry has proven an uncomfortable enigma to many that had previously invested in a promised consumer approach to VR. To educate and promote, the Digital Out-of-Home Entertainment (DOE) sector has invested in a unique conference in September, partly supported by my consultancy (KWP) and a major exhibition organizer. Based in Las Vegas, the Future of Immersive Leisure convention will bring together operators of the latest immersive entertainment technology, as well as developers of the hardware, and investors shaping the latest developers.

This new event will be the launch-pad where several new projects will reveal their thinking behind entering the commercial entertainment against previous interest in consumer investment. It is the ability to have direct access to the revenue stream, and a believable business model that has drawn both established operations and new start-ups to the DOE business for VR. Expect reports on the build-up to this event and industry developments in following columns.

The Virtual Arena: From Silver Screen to Silicon Dreams! (Pt 1)

With the Digital Out-of-Home entertainment (DOE) applications of virtual reality (VR) gaining momentum, along with the announcement of more VR arcades scheduled to open, developments in the serious business opportunities for VR have started to galvanize. In this two-part feature, industry specialist Kevin Williams looks at the continuing impact that the movie business aligned with prominent intellectual properties (IP) have in steer new commercial entertainment VR business.

The movie theater business is an industry that has started to play a crucial role in shaping the penetration of commercial entertainment VR systems. Beyond the more pedestrian approach of taking existing VR consumer content and representing it for commercial (pay-to-play) utilisation. Or the rarefied atmosphere of multi-million dollar contracts to create super-charged theme park attractions. The multiplex lobby has become the new crucible for the VR innovation

The film industry, and especially the movie theatre owners have started to see a stagnation in ticket sales, and have been active in trying to invigorate the guest experience beyond traditional approaches. What has been called ‘Lobby Entertainment’ has seen serious investment with VR deployed as a promotional and entertainment delivery platform. While the cinema sector has invested in improving the movie going experience, trying to compete with the explosion in immersive technology such as VR and interactive attractions.

The hopes for greater pixel density on future iterations of consumer VR head-sets are placed into stark comparison with the development in the planetarium business with the latest 8K projection systems. Industry leaders such as E&S, presenting their latest ‘True8K’ offering, an 8,000-pixel resolution stated to represent some 50 million unique pixels across their planetarium system. The immersive element of full-dome and planetarium projected experiences, an aspect that conventional VR head-mounted displays have yet to emulate. But even with this, at the recent Immersive Media Entertainment, Research, Science & Arts (IMERSA), a crucial champion of digital experiences for education and entertainment in planetariums, schools, museums and attractions, VR has started to gain traction as a medium in this sector.

The growth in interest was revealed during the National Theater Owner Industry’s annual convention in Las Vegas. CinemaCon 2017 proving a star-studded event for the promotion of the seasons major blockbuster movie releases. But behind the glitter, the cinema owners are faced with the reality to increase the guests dwell time within the movie-going experience, and along with turning to increased investment in the movie watching environment with 4D motion seating and increased presentational medium as seen with the development of the new three-screen panoramic theatrical systems, such as the Barco Escape; but the industry also evaluates new VR based ‘Lobby Entertainment’.

One exhibitor at CinemaCon that was heavily promoting VR was CJ 4DPLEX, the company has been involved in many prominent installations of their 4DX motion effects cinema seating system. Incorporating motion, spritzers and physical effects, combined with VR experiences. Most notably seen dominating the Samsung Gear VR Theater booth at CES. That theater seating approach to VR is part of CJ’s investment into the technology – at CinemaCon the company demonstrated their 4DX VR initiate, that sees the mobile VR (Samsung Gear VR) platform paired with their effects seats solution.

Fighting for the attention of the audience using this new technology has previously seen VR deployed in lobbies as a free-to-experience promotional tool. Taking their effects seat system outside of the theatre, and veteran manufacture MediaMation have launched their ‘MX4D VR Lobby POD’ – the two-rider, mobileVR equipped platform seen to promote the Coco-Cola Company both at IAAPA, CinemaCon and also at the International Cinema Technology Association (ICTA) event – the POD’s targeted for the lobbies of prominent cinema locations, offering an eye-catching and all important experimental marketing tool.

Many cinemas have installed pop-up promotional attractions to showcase coming feature films using VR enclosures, and several developers and producers have also started to get in on the act of presenting “experiential branding”. One such entrant was AMD’s Radeon Technologies Group (RTG) who partnered with Indian based Arka Media Works, to promote the upcoming Baahubali The Conclusion, Indian motion picture. Using their new VR capture camera, (the bb360cc), to create the fully immersive promotional VR experience, called The Sword of Baahubali – shown to movie-goers in lobby based pop-up VR experiences. Something VRFocus reported on late last year.

It is this continuous fight to create the most compelling VR promotion experience to help sell the Summers blockbusters that was represented on and off the show floor – Universal Pictures and IMAX during CinemaCon’17, presented the spectacular The Mummy Zero Gravity Stunt VR Experience. Seeing the installation, a ten-seat, 10-minute VR experience using the Oculus Rift HMD platform and Positron’s ‘Voyager’ full-motion pod seating, incorporating haptic feedback. The free pop-up promotion being installed at selected flagship venues as a major marketing experience to launch a vital property.

IMAX Corporations investment in VR has moved beyond using it as mere Pop-up promotion or ‘Lobby Entertainment’, the company board has invested heavily to develop their own estimations of what is needed create a chain of VR Arcade properties based on their movie experience – seen as a possible companion to the cinema visit, hoping to cement their future movie business. The first IMAX VR “pilot VR center” concept was opened in Los Angeles at the end of 2016, and based on initial reactions (with a reported some 20,000 visitations since the sites opening) has ramped-up development. Their second VR center opening in New York at the end of May, part of the exiting AMC Kips Bay 15 cinema, with a schedule to open additional sites in Manchester, UK, Shanghai and Japan. The concept visualized as an additional revenue component to an established cinema site, a rethinking of the traditional “arcade room” once seen at theaters.

https://www.youtube.com/watch?v=sX6j88BPopg

With their movie industry clout, IMAX has been able to establish partnerships with leading movie studios towards creating exclusive content that will populate the high-end VR establishment. IMAX recently announcing an agreement with Warner Bros. Home Entertainment, a co-financing and production agreement to develop and release three premium, interactive VR experiences based in Warner’s upcoming movie properties. The first announced being ‘Justice League VR’ – debuting exclusively at IMAX VR centers, before consideration of a ported to consumer VR hardware. This movie cross-over investment also seen with the StarBreeze Studio developed promotional VR game experience The Mummy Prodigium Strike (running on the wide-field of view StarVR headset), installed in the IMAX VR site as an early access content.

Other major cinema chain operators have started their own moves in this direction – much of the investment seen coming from the vast Chinese cinema sector, the conglomerate Dalian Wanda having developed their Wanda VR concept placing the latest Chinese DOE VR hardware in their own ‘Lobby Entertainment’ presentation. A move that is expected to be replicated across their growing movie theatre empire, building on the 2016 announcement that Odeon and UCI Cinema Group had been acquired by AMC Entertainment group (part of the Dalian Wanda operation) for an estimated $1.2bn.

With the ability to offer the best platform for the promotion of influential movie properties, the industry has turned from the restrictions of a consumer VR release and looked at using the latest immersive entertainment technology to promote their properties. Warner Bros., 20th Century Fox, MGM, Westfield, Bold Capital Partners and film giant Steven Spielberg recently revealed as first round investors in the VR developer Dreamscape Immersive with ambitious VR plans to enter the DOE sector with unique virtual attractions. Other new entrants into the VR attraction / IP sector expected to reveal themselves in the coming months.

Come back at the same time next week for part two, continuing this exclusive coverage of the DOE sector.

The Virtual Arena: The Growing VR Out-of-Home Entertainment Dimension – Part 3

In the third and final part of this feature series, Kevin Williams concludes his coverage of the development in the virtual reality (VR) industry’s involvement in the Digital Out-of-Home Entertainment (DOE) sector. Ending with coverage of the recent developments in the UK, America and the interest from the games industry.

Moving beyond the UAE (discussed in part two), and the UK theme park and attraction market has invested heavily in being first to embrace “VR Ride Attraction” and “VR Dark Ride” attractions. Premier venue Thorpe Park recently relaunched the Derren Brown’s Ghost Train: Rise of the Demon VR experience, comprising fright elements and unique HTC powered VR elements. The venue part of the major Merlin Entertainment empire, the company also owning the Madame Tussauds franchise, and who have investment in the Ghostbusters Dimension attraction, developed by the The VOID, building on their physical space “hyper-reality” VR platform.

Along with the first New York facility, a second version of the site was opened in Dubai – a third site was also opened in their company’s home state of Utah, and along with running the Ghostbusters experience is being used to present their latest backpack and head-mounted display (HMD) platform with further games planned. The new executive structure within The VOID has revealed a new roll out plan for their location-based aspirations. Though still no word of the schedule on the first Chinese openings.

Retail VR & Theme Park Entertainment

A term that is not in general usage outside the commercial scene is Retail-tainment, defined as the use of entertainment and attraction elements to increase the dwell time of patrons in retail establishments. Where once the arcade was a popular component in many a shopping mall, amusement in most cases has been replaced by cinema multiplexes as an entertainment hub. England saw one of the first VR pop-up entertainment installations in the South London Whitgift shopping center. The temporary operation run by Sol VR London and running Chinese VR entertainment pieces from Movie Power. The spread of pop-up VR entertainment installations in malls seen as far afield as a Prague (Czechoslovakia) shopping mall running a 4D motion seat system and Ocululs VR DK2 headsets.

We have seen some retail venues incorporate directly an entertainment approach using VR technology, Samsung, no stranger to VR technology, are planning to embrace this approach, with plans to open an ‘Experience Store’ in Canada, an 21,000-square foot, two-story, facility that will include an ‘Interactive Zone’ including VR based attractions employed as demonstrators too interested customers. Building on that used by Samsung at other pop-up exhibitions promoting the company.

Regarding retail units in the West comprising more permanent VR entertainment experiences, generally referred to as “VR Arcades” – UK facilities have been opened in Leeds, and more recently in Birmingham saw the opening of Virtual X, the first VR arcade facility opened in the area. Sources have also revealed that along with the pop-up VR attractions, the UK capital London is about to see the opening of at least three VR Arcade and full VR Park installations.

Across the water, and North America has seen investment in this approach with the California seeing the opening of the first IMAX VR venue, part of the initiative by the film and cinema corporation to embrace this new entertainment media, offering their take on the “VR Arcades”, utilizing both HTC and StarVR head-mounts. Supporting this effort, IMAX and Warner Bros., have partnering to develop and deliver premium VR experiences for the out-of-home scene, including the support of the new venue; with the corporation confirming plans to open five more centers in New York City, California, the UK and Shanghai over the next few months. While Canadian “VR Arcades” chain CTRL-V was also linked to media stories surrounding their plans to expand from their first flagship location.

The concept of VR amusement ad attractions, and the whole aspect of out-of-home entertainment has gained momentum in the thinking of once consumer facing corporations. This was best illustrated at the recent VR World Congress in Bristol – along with the consumer game developments, and investment into new technology, the approach of DOE business was championed by event sponsor AMD, who invited on stage companies like MK2 VR from France, operator of a Europe’s largest permanent VR virtual reality facility in Paris; and Chinese based SoReal venue, developed by SLE who have created a unique VR Park operation with seated motion VR simulators and VR backpack game experiences.

Also, VR World Congress saw a local executive of HTC revealing the investment they have made into the ‘Viveport Arcade’ platform supporting the new VR arcade operator landscape, targeting to become the world’s largest platform for this emerging scene. The conference was kicked off by a far-reaching presentation from KWP, focusing on the opportunity that the Out-of-Home entertainment market has for those wondering on the viability of conventional consumer VR investment.

VR Gaming Enters the Fray

The way that VR entertainment systems could find their way into commercial venues has also taken on a new dimension with the land-based casino and gaming industry investment in deploying “VR Enclosures” systems to appeal to the Millennial audience visiting their sites, but not interested in the conventional table games. The inclusion of eSports has been enhanced by the consideration of adding a VR element to their activities. Companies such as MediaMation, VRStudio, and the developers of the Holocube, are just some of those involved with the deployment of their VR technology into casinos, and extensive testing of this approach is ongoing.

The recent VR / AR Gambling convention in Prague, marked the first dedicated conference run by specialist from the online and land-based casino industry, covering the impacts issues and opportunities for this technology in their business. And a second major exhibition in the United States (GiGse) late this month will see further discussion of this business pivot for the gaming industry, led by a presentation by KWP, concerning the VR promotional, operational and content development in the gambling and skill gaming sector.

Much of the investment and future development across the international scene will be presented in a dedicated convention, schedule for September in Las Vegas. The Future of Immersive Leisure (FOIL) conference will be gathering speakers from the core businesses leading the DOE market regarding immersive technology ranging from VR and AR, but also including the new disciplines of 3D projection mapping, and digital display immersion (VRFocus one of the media partners for the event). This first true B2B gathering is expected to offer a true snapshot on the emergence of this scene as a dominant player regarding driving the next phase of innovation in this technology as the consumer side of the sector restructures business plans.

As mentioned we will have more about FOIL in the coming months. As always for more information about any of the above you can reach Kevin Williams at kwp@thestingerreport.com.

The Virtual Arena: The Growing VR Out-of-Home Entertainment Dimension – Part 2

In the second part of his three-part feature, Kevin Williams continues his coverage of the development in the VR industries involvement in the Digital Out-of-Home Entertainment (DOE) sector. In this report looking at the American, Japanese and Dubai amusement trades interest in the technology. (You can find Part 1 here.)

Amusement & Attraction Embraces VR

Moving to the Western territories, and the American amusement trade had a major exhibition in Dallas during March; the Amusement Expo saw the usual gathering of traditional amusement pieces, but also new virtual reality (VR) investment. Previously mentioned Universal Sales (UNIS) also made the trip to the American event to show their OMNI Arena VR platform.

This was also held in partnership with the Laser Tag Convention, and one of the new VR systems being presented offers an approach likened to “VR Lasertag”, Zero Latency. The world’s first free-roaming, warehouse-scale, multiple player VR game arenas, (using VR back-packs to create the Arena-Scale experience). Currently successfully in operation on four continents, while seeking to announce its first signing in the UAE. And one of the first commercial versions of the Arena-Scale experience from the company was in Japan, installed in the SEGA JOYPOLIS facility.

Beyond the US shores, the Japanese amusement sector has started to invest in VR initiatives placing investment towards VR as a major component in future expansion. During February’s major Japanese amusement trade event, major corporation BANDAI NAMCO Entertainment revealed that following a VR experimental location, the company would be opening a new and larger version of their VR ZONE in Tokyo. The facility will again be a temportay operation (opening in April and closing in October 2017), the facility designed to house VR attractions specially created by BANDAI NAMCO building on their amusement development skills marrying the latest VR technology.

Other Japanese arcade operators such as TAITO and Capcom revealed that they would be installing the VR Game Stage, powered by HTC hardware. HTC supporting the use of consumer content able to be legally used in commercial entertainment venues through the Viveport Arcade commercial subscription platform for China, and currently on test in Europe and the USA. A similar solution is planned from Valve for SteamVR – while Oculus VR stays opposed to any commercial usage (not prepared at this point to pivot).

But the big development, missed by many in the media was the announcement and reveal of Koei Tecmo, launching their ‘VR Sense’, an experience capsule using a Sony PSVR headset and Move controller (powered by an internal Playstation 4 Pro system). This system was the advance guard on the major announcement that Sony Interactive Entertainment would be creating a specific division to roll out their PSVR platform into the location-based (out-of-home entertainment) sector in several territories. The ultimate example of the pivoting of the consumer approach to VR into the commercial entertainment arena.

Dubai Amusement and Leisure Industry VR Aspirations

Another territory that is embracing the opportunity of deploying DOE VR platforms is the United Arab Emirates (UAE) market, a sector that has seen an incredible investment in theme parks and leisure entertainment venues for their diverse audience. Taking place at the Dubai Entertainment, Amusement and Leisure (DEAL) expo recently, prominent amusement and attraction distributor in the UAE market, gathered the latest new developments to their booth. Veteran distributor and developer ASI showed the Holocube – the multiple enclosure VR game system using the HTC Vive and offering a unique gun interface experience (winner of the Silver Virtual Reality Game BOSA award 2017), and categorized as a “VR Enclosures” approach.

Also on the ASI booth was the WePlayVR system from developers AiSolve, running the VR Backpack experience called ‘The Mayan Adventure’. Also shown was the Yotto Group “VR Game Platform” EXOPLANE an immersive paraglider experience. At the Dubai exhibition, another major distributor in the territory supporting family entertainment center businesses is Warehouse of Games (WOG), the company had on their booth the local developer NUAT’s ‘The VR Cube’ another “VR Enclosures” approach. DEAL exhibitor FUNCO – Fun Entertainment Company, a prominent developer of turn-key solutions for operators wanting to open entertainment centers, partnered with Chinese VR Park developer LEKE VR, showing their full selection of “VR Game Platform” units that were seen foot-foot from the Chinese trade show premier.

Away from the major distributors, several standalone exhibitors showed VR aspirations. These included a “VR Ride Attraction” from Turkish developer AMEGA Entertainment – Cinecoaster 360 VR. This multi-directional motion XD cinema system using mobileVR headsets. Or exhibitor DOF Robotics who showed their HURRICANE 360 VR – a extreme motion platform system using mobileVR systems to represent the virtual experience, (the system a Bronze Virtual Reality Game BOSA award 2017).

Reflecting the interest in the territory to embrace VR in all its facets in the DOE sector, the local developer ImSim, demonstrated a 3DOF racing cockpit with force feedback and a power VR component. Many companies in the West have invested in motor sports network simulator (“Race Room”) ventures – and VR technology seen as a possible replacement to conventional flat screen visualization. American manufacturer CXC Simulations, is another name in this scene, having recently installed a “Race Room” at the Andretti Indoor Karking location in Marrietta. The venue running their latest CXC Motion Pro II VR system, the only VR simulator of its kind in commercial operation in the United States

Returning to the investment made in the UAE market, facilities such as the brand-new Hub Zero have added a major VR element to their interactive entertainment. The wireless multiplayer VR attraction was developed for the facility by VRStudio developer of the VRcade platform (winner of the Gold Virtual Reality Game BOSA award 2017). A leading global VR technology company, located in 11 countries, delivering the first truly wireless, full-range-of-motion, multi-participant, immersive experiences for commercial enterprises.

VRStudio has taken their wireless head-mounted experience into the realms of “VR Dark Ride”. Signing major theme park partnerships with Universal Orlando and most recently with Knott’s Berry Farm and parent company, Cedar Fair – towards opening in South California a specialized VR experience at the park.

The concluding feature covering recent developments in the UK, America and the interest from the Gaming industry on VR based Out-of-Home entertainment, follows shortly.

The Virtual Arena: The Growing VR Out-of-Home Entertainment Dimension – Part 1

In a three-part feature, Kevin Williams continues his coverage of the development in the VR industries involvement in the Digital Out-of-Home Entertainment (DOE) sector. This first part looking at the major Chinese exhibition and new developments on display.

It has been an incredibly busy time for the immersive entertainment sector focused on Out-of-Home experiences, an industry embracing the utilization of virtual and augmented reality technology at a speed that seems to have surpassed the noticeable slow-down in the consumer adoption of the technology. This slow-down has seen some investment and developers consider a new term in their vocabulary – “pivot”.

During recent meeting and conference events, the term “pivot” has been bandied around to describe moves by corporations and executives towards repurposing their business from previous aspirations in the consumer entertainment scene and re-organize to develop for the Digital Out-of-Home Entertainment (DOE) sector. This has been best illustrated by the restructuring that Virtuix undertook with their Omni-directional treadmill. The company now in partnership with amusement machine powerhouse Universal Space (UNIS), having launched their new OMNI Arena competitive virtual realtiy (VR) attraction.

Over the last few months of the beginning of 2017, our consultancy (KWP) specializing in the DOE sector has been rushed off its feet attending conventions and conferences as a speaker and observer on the latest inroads that are being made in the utilization of VR tech into the Out-of-Home scene, and I have attempted to encapsulate the key developments seen across the global business.

Asia’s Focus On Phase Four

The Chinese market has become a firebrand of new development in VR, and has also been the powerhouse for the investment and development of its application in the DOE sector – one of the major trade conventions that has embraced this new development is the Asia Amusement & Attractions Expo (AAA) taking place in Guangdong in the vast Import and Export Fair Pazhou Complex (Asia’s largest exhibition hall). This year’s event included the Asia VR&AR Fair & Summit, a dedicated section of the show for the VR community embracing the commercial entertainment scene – and the organizers invited experts from home and abroad introduced the latest technologies and achievement, KWP was one of those invited to present to the assembled audience.

 

Asia VR&AR Fair & Summit - Photo By Kevin WilliamsOn the Show halls of both AAA and VR&AR, the exhibition booths were crammed with new VR offerings that moved to a new phase of investment, best described as a phase four for the market, moving beyond the original egg-shaped 9D VR film experiences, and the early VR arcade investment, and now to a brand-new approach to the business. Even the established amusement trade has been forced to consider deploying a VR solution in their venues. One of the large Asian amusement manufacturers and distributors, WAHLAP Technologies underlined their investment in this sector, by partnering with prominent VR Park developer Movie Power; the company showing a selection of the systems they field to VR Parks, including a unique HTC based VR boxing game called Kuntun Fight. Movie Power had an extensive booth of their own on the show floor, showing their latest networked driving simulator VR experience.

Kuntun Fight / WAHLAP Technologies - Photo by Kevin WilliamsMovie Power - Photo by Kevin Williams

Another major amusement player in the territory is Universal Space (UNIS), along with a wide slew of first and third party amusement machines on display the company promoted their association with Virtuix, the developer of the VR motion platform, having partnered with Fun VR Tech, (a newly created division of Universal Space) to distribute the OMNI Arena internationally; one of the best examples of ‘pivoting’ business aspirations from consumer aspirations. The OMNI Arena is a winner of an Honourable Mention in the Virtual Reality Game BOSA awards 2017. The BOSA Winners covers categories of Video, Videmption, Redemption and recently VR / Motion simulation, and is judged by trade executives representing leading online amusement distributor BMI Worldwide Gaming and DOE news services Arcade Heroes and The Stinger Report (owned by KWP).
Omni Arena At Asia VR&AR Fair - Photo By Kevin WilliamsA consolidation has been achieved in the Chinese VR arcade scene, with investment consolidated into successful VR business, while a few scruple less operator have started to fall by the wayside. We have seen an evolution in the business approach seeing VR arcades (known as “VR Parks” in China), the business has seen major investment as the market has solidified into franchise operations, and revenue sharing opportunities.

At the Guangdong show the leading developers of these VR Park operations showed their latest packages. NINED is one of the first developers to make headway in this approach, and along with their HTC powered five-player standing VR system Platoon – or the unusual UFO inspired VR motion capsule experience; the company show the KAT Walk system, a VR walking simulator using a special harness that allows the player to navigate the virtual environment running the networked shooter V-War – the KAT platform another example of a pivoting business approach.

KAT Walk in-between use.

Platoon - Photo By Kevin Williams
Platoon

Another leading light in the VR Park scene is LEKE VR – the company showed at AAA their considerable range of specially presented VR amusement pieces to be placed in their own or franchise facilities, the company involved with over three thousand Chinese based ventures. Along with standing VR experience the company also showed a network VR racing game experience called Extreme Racing VR. LEKE VR also had platforms aimed at younger players. This approach was also seen from Super Captain, the franchise operation aiming at players between 5 to 12 years of age, even having a special children’s VR viewing platform Super Family –a cartoon mascot styled kiosk with a special viewing unit held to the face.

As seen with VR roller-coasters in the West the utilization of existing attractions, with an added VR element has gained much interest, and new investment in this approach was seen on the Chinese show floor. VR attractions on display included from Hirain their 720° Rider a multi-dimensional VR motion platform comprising three-seater spinning the riders corresponding to a unique VR ride film. Veteran Chinese ride manufacturer Golden Dragon had their Hero Dream, a robotic arm two-seat VR platform. But a new approach was revealed from C&Q Amusement, the company taking their Spin Zone bumper-car platform, retrofitted with specially tracked VR head-mount game experience. The first of its kind VR bumper-car experience using a unique multiple tracking arena-scale solution. C&Q working on a flat-ride variant of the VR platform, offering a retrofit solution to established attractions.

That’s all for this week, but come back next Friday at the same time for part two, as Kevin Williams covers the American, Japanese and Dubai amusement trades’ interest in VR based Out-of-Home technology.

The Virtual Arena: Jackpot! VR Slot Machines

In his latest column for VRFocus leading exponent of the out-of-home entertainment sector, Kevin Williams, reports back from Europe’s largest gambling, online gaming and casino convention. Exclusively revealing the impact that virtual reality (VR) is having on is industry that has a serious interest in the re-emergence of this technology.

We had only just visited the London’s ExCel convention center for our report on the massive education show (BETT), but jump forward a few weeks and we find ourselves back at ExCel. Rather than one hall of the vast convention center, instead we see nearly all the North and South halls of the exhibition facility turned over to the 23rd International Casino Expo (ICE) Total Gaming expo.

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For those not familiar with the gaming industry, it covers a vast number of different elements, and seeing incredible year-on-year profitability. The ICE event includes exhibitors interested in “bricks and mortar” gaming facilities, like casinos, licensed-betting offices and adult gaming arcades (land-based) – while the rest of the massive exhibition covers online betting, gaming and gambling (iGaming), sports betting, gaming machines and the services that support all of them.

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The need by the gaming facility business to attract younger visitors has seen great investment in skill-based gaming (defined as ‘Skill Gaming’); while at the same time the great profits coming from online gaming services is looking to be secured with the use of new technology – both elements looking at VR as a possible opportunity.

Compared to the major interest that VR engender back in 2016, this year’s show seemed to offer a glimpse of the reality of the love affair with the hyperbole of what VR could offer, and wake-up to the reality of what can be achieved with the available hardware. It was obvious that ICE represented a show of two halves – an analogy any good sports enthusiast would recognize.

One side of the application of VR into the gaming scene we see its use as a promotional and marketing tool. One of those exhibitors that dedicated an area of their big booth to a VR component was BetConstruct, provider of online and land-based gaming solutions. The company had a “Virtual Reality Gaming” area offering two Oculus Rift (CV1) with both TOUCH and game pad enabled demonstrations. The demo offering the ability to navigate round a virtual casino.

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Another company looking at promoting a VR casino experience approach was Innovecs Gaming a company known for working with leading Intellectual Properties for application in gaming, came to the London show with a HTC Vive demonstrating their interpretation of how VR could be used as a compelling gaming experience. The company’s Vice President observing that while current consumer VR hardware is not suitable for land-based application, there were opportunities for online gaming experience supporting the mobile VR installed base.

Another company that favored the HTC Vive VR platform for demonstration was International Game Technology (IGT), the influential gaming machine manufactures vast booth had a dedicated enclosure with two HTC Vive, running the game Siege VR. Attendees to the show booked for their chance to experience the castle battlements bow and arrows siege defense game, a packed booth indicating interest in the demo.

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Speaking with a IGT representative confirmed the game was being used as a presentation of their intentions towards creating skill-based gaming experiences that are totally immersive, testing the water regarding the trade interest.

Siege VR was originated by Sixense to demo their then STEM VR in 2014. This ICE demonstration had been commissioned exclusively by IGT, now running on HTC Vive’s rather than converted Oculus headsets. There are no plans for this to be released as a full game however, used wholly as a promotional tool, (there is also no news of the situation with Sixense after recent announcements of further delays).

VR offered a unique tool to present a message to visitors to the myriad big presentation; exhibitor Evolution Gaming, came to ICE with a portion of their booth turned over to several Samsung Gear VR used as a promotional tool offering a 360° visualization of the company’s studios and a behind the scenes view of their land-based live dealer games and interactive online casino experiences.

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Several ICE exhibition exhibitors just placed VR promotions on their booth to draw attention; Processing.com (a payment solutions specialist) had F1 racing action competitions, using CV1’s in a fast pace racing simulator promotion.

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The financial muscle of the international gaming industry has shown a strong VR interest; exhibitors from this territory included Digital Graphix Hub Technologies (based in the Philippines had many examples of their mobile VR setup running demonstrations of their envisaged online VR games.

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International exhibitor Global Bet presented their Virtual Sports platform, offering the opportunity for punters to experience their Virtual Sports events with a 360° presentation placing the guest in the heart of the action. Sadly, the CV1 seated presentation of their platform at ICE was not working.

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A surprise appearance on the vast Novomatic electronic gaming machine giants’ booth was the inclusion of a Sony PSVR experience –a themed area on the booth branded Barcade, visitors trying their skills on old school arcade games recreated in VR, run as a competitive promotion on their booth.

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Another surprise appearance at ICE was on the NSoft booth, known for software solutions for the gaming and betting sector (such as Sportsbooks), the company demonstrated the concept of using Augmented Reality (AR) to facilitate gaming with a Microsoft Hololens deployed into action representing virtual stats in the real-world.

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Beyond the use of VR as a demonstration / promotional tool of aspirations; on the other half of VR’s application, it was harder to find actual business initiatives towards building a revenue stream, and opening the door on the proposed opportunity that VR represents for the casino sector. Of those showing actual products.

The World’s largest online casino operator NetEnt followed on from their mobile VR Jack and the Beanstalk cartoon slot proof of concept in 2016, to launch at this year’s ICE the “first real-money virtual reality slot game”, to be delivered through their existing NetEnt Casino Module. The new game called Gonzo’s Quest VR has the player in a vibrant virtual environment and fun characters while playing virtual slots. On the booth players used the Samsung Gear VR to play the virtual slots, but the game is agnostic of mobile VR platform. The developers at NetEnt believe that VR has a given place in the future of online gaming, and feel that WebVR technology will mature enough to offer basic support for VR game-play by 2018.

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At ICE 2017 exhibitor JoinGames Malta, and VR partners Parallel66 created a VR themed area on their stand for the global reveal their first VR iGame: Kleopatra VR. They feel the game is the first fully interactive slot game experience for mobile VR. The team behind the product will launch the game as a VR app for smartphones in Q2 2017, allowing players to combine any VR Head Mounted Display (HMD) with their existing smartphone to enter a mystical Egypt-themed playing environment to move around, explore and play a unique 3D slot-game for real money.

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Considering the level of interest generated from last year’s ICE event towards VR, this year saw a greater penetration of VR hardware examples, but a need to find a “hook” to hang their efforts upon. As one well respected VR developer in the iGaming scene commented during the show. For demonstrations, they were happy to use CV1’s and Samsung Gear VR’s, but to generate a revenue, the reality was that until something like a universal WebVR platform is established (through solutions possibly like Googles Daydream) then there was still a vacuum regarding generating revenue while supplying a deliverable to the paying audience.

We wait to see if NetEnt, and the industry in general, will be the first to find that magical solution to profitability in VR.

The Virtual Arena: The End Of 2016 & The End Of VR’s Phase Four

We start 2017 with the final VRFocus column of 2016 from leading exponent of the out-of-home entertainment sector, Kevin Williams. In this column Williams takes a retrospective glance at the consumer virtual reality (VR( scene for a change, and observes what we should take from the coming New Year.

It was called the “Year of VR”, but 2016 proved more the starting gun for this latest attempt at mainstream adoption, and with it came a major downgrading of what could be achieved. And as it comes to an end, 2016 seems to be the period when the expectations of over four years ago, met reality, and that same hype filled expectations were managed.

Obviously, anyone has read my writing on the subject would expect me now to wax lyrical about the explosion of interest and investment in the Out-of-Home entertainment applications that saw success in 2016. You would expect me to go on about The VOID’s first successful installation with Ghostbusters: Dimension, or the appearance of Zero Latency as an actual attraction – or look at the 20-odd roller coasters across the globe that are running with VR Coaster technology (see my recent coverage on major new launches from the attraction show floor).

But for this end of year summations of the year that was heralded as the year of the technology I want to just briefly look at what was the reality of the consumer VR hype-train as it ran into the buffers this year.

Mobile VR Becomes “A Thing”

Once called “muddying the water”, regarding defining what is VR, the successful sales of mobile VR through platforms like the Samsung Gear VR (powered by Oculus) has been the one aspect that can be pointed too towards the reality of a mainstream adoption of VR. The success in achieving this was obviously impacted by the equal success of the radically different approach of Google Cardboard VR platform, but we have seen mobile VR (employing smartphone immersive delivery) become a thing.

The reality is that with Google Daydream, and all the subsequent investment from the likes of Windows 10 into this sector, mobile VR will grow if not blossom in the direction that many others expected. The possibility is that rather than a virtual reality experience, the limitations of current tech will see mobile VR grow into a “virtual viewer” niches. A suitable foundation for the inevitable augmented reality (AR) / VR hybrid that is perceived from Mixed Reality investigations.

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But it is the feud that was ignited between defining what is “true VR” and what is “good enough VR” that has dealt the most damage to the credibility of those that promoted VR so ardently. The need to backtrack on the hyperbole of what can and cannot be achieved with VR-films (resembling more 360° video), and the plain truth that there are serious limitations to what can be achieved via a smartphone to represent virtual environments – much of the momentum has been tempered with the growth in interest in this approach to immersion.

High-end VR Emerges

Speaking personally as one that has survived through the last two phases of VR adoption, it became obvious that the hyperbole from some that VR would be established as a mainstream tool this year spoke to a naive and reckless abandonment of sense. And that some were starting to feed off their own hype. The echo chambers of the popular forums reverberating to those attempting to defend the indefensible – faced with a reality that they could not ignore, but chose to deny.

The reality is that the consumer mainstream needs more than a novel gimmick to be encouraged to pony up over $1,000 to be immersed!

For the loyal fan-base and supporters of VR the reality of their situation, and the ever-increasing price point was only compounded by a landgrab for recognition, with VR content offer a less than expected level of engagement, and in many cases charging premium pricing for a less than premium duration of engagement. 2016 was the point where the curtain was pulled asunder, and no amount of “wait and see” promises could be proffered – we saw what PC based VR could deliver.

Those that banked on a seated experience using a gamepad found their corner, but most of the scene turned to “room-scale” VR, and after a fractured launch, Oculus had to follow suit with HTC to create a tracked movement environment. We now see TOUCH launched onto the sector to stand alongside ViVE’s full offering near equal in price – no more waiting, the audience can now vote with their check books!

The Consoles are Coming

An obvious success story, Sony’s appearance in the VR scene via previous investment in head-mounted viewing technology (from the Glasstron of the 90’s or the HMZ of the 00’s) saw a near seamless launch. Showing others how it is done when launching hardware into the consumer sector – only hindered by the albatross of the Move controller system.

But we now face the reality that the accumulated data and speculation about how big and far reaching this phase of VR would be on the mainstream has been seriously over estimated, seeming to emulate the problems that foundered VR some twenty years ago, to the day. Though going in the whole unreported alongside the reporting of a major shortfall in the expected PSVR sales, is that of the returns!

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The VR scene enthrals, but seems not to be holding the interest at this stage, the rebound of the hyperbole is now being superseded by the reality of applications. The lack of the “killer game” and the complication of utilization has proven that much of the promises of what could be achieved by the promised hardware launches of 2016 have fallen far short of their expectations.

The level of technical engagement on the PC VR platforms, is matched by a complication of instalment on the console VR approach – many users dismissive of having to dedicated space and time to set-up to experience a level of “presence” that fall far short of that which was promised. But with that said, the level of interest from the faithful is still strong and investment has been made to keep the torch burning for VR.

Towards 2017

The next year will continue to see a realization of the reality of what is VR for the consumer buyer. There is expected to be a continued investment as more game titles with strong investment supersede the aspirational indie offerings that once fuelled the hype that surround the technology start-up.

There will also be some pivotal moments in the sector – at least three key game titles have been slated for greatness in this sector. The appearance of Rock Band VR has been used as a proof of commitment towards dedicated AAA titles migration into the VR experience this go around, and if the game under performs (for whatever reason) this could chart the success or failure of certain business plans.

We will also get to see the real interest and level of investment from newcomers to the scene – the showcase of CES 2017 will be a cornucopia of new VR investment, with the reality of the Daydream line-up and new surprise mobile VR and high-end VR platforms. The level of surprise will also be tempered against the reality of the business. Will 2017 show us more of a long future for the current phase of interest, or a short burn?

Likewise, several of those individuals that proffered the original hyperbole of what the VR future would represent will now have to move on. Either due to the usual churn of executive positions in the tech-business, or due to their positions becoming untenable. Likewise, we will see (as seen twenty years ago,) a reality check between what investors hoped to achieve, and what can be done with the business that emerges. As well as the possibility of AR’s ascendance to steel the limelight!

Many investors, both private and through Kickstarter, have been greatly surprised by the reality of the VR business, and how they are now being told that it is a “fifteen to twenty year” slog to actual market penetration. That many of those invested for quick return is obvious, and faced with a new business trajectory may not want to go the course – inevitably we will see some fall by the wayside.

And finally, to my constant mantra. Is 2017 the year that immersive entertainment moves from a living room (couch) occupation and embrace an Out-of-Home entertainment horizon. Already we are seeing great success in application of immersive entertainment (not just VR, but digital projection and AR) in amusement and attraction venues.

The appearance of The VOID and Zero Latency populated facilities has proven that high-end technology far beyond consumer check-books has strong appeal to an audience that expected more from the consumer offering of VR, and now see that dedicated space, investment and time is needed to even touch the surface of what this technology must offer to succeed.

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The Virtual Arena: The Theme Park Points The Way For VR Attractions (Part 2)

Continuing his regular column for VRFocus – leading exponent of the out-of-home entertainment sector, Kevin Williams, concludes this final part of his coverage of major VR developments revealed at the world’s largest theme park, attraction and amusement exhibition last month.

Returning to the hectic IAAPA 2016 trade show-floor, and leading 4D cinema and theater developer and installer, MediaMation, offered one of the more unusual VR demonstrations on the Florida show floor. The company showed a version of their REACTIVr motion EFX system – based on themed ATV, with a driver and co-pilot, wearing CV1’s, traversing a virtual game course in a highly competitive environment. The company also had their new MX4D POD that the uses a two-rider motion chair system with effects and Gear VR – used for promotional and marketing deployment. MediaMation has also turned their resources to create a unique eSports Theater platform that uses their MX4D motion chair, and can incorporate immersive displays.

An aspect of the theme park business is the advancements made in development evermore compelling attractions to draw guests to the vast entertainment resorts. The latest immersive technology is now being employed in the latest developments with ‘VR Ride Attractions’ already starting to open across the Globe. One of the earliest developed is European based VR Coaster; riding high on the installation at over 20 parks with their VR Coaster platform. The company having been awarded a patent for their system, based on special synchronisation on roller coaster ride cars synced to the riders Samsung Gear VR headsets, running compelling VR experiences.

Many theme parks announced during the IAAPA exhibition the signing of new orders to develop brand new roller coasters and ride attractions for their venues. SeaWorld Orlando holding a press conference during the show to reveal more details on their Kraken Virtual Reality (VR) Roller Coaster scheduled to open in Summer of 2017. The legendary Kraken coaster at the park to be transformed into a virtual reality roller coaster experience. Using specially developed headsets that will be incorporated into the coaster train to deliver a new one-of-a-kind VR adventure.

Other attraction manufacturers on the show floor revealed their investment into VR based attractions. Veteran attractions ride manufacturer and developer Zamperla, (celebrating their 50th Anniversary), operated on their vast booth a full-scale attraction employing VR. The WindstarZ VR, saw two of the 12-arms of the ride-attraction used to run two versions of their VR-System, currently in development. Either offering a Gear VR experience or an advanced PC based headset configuration (using the Oculus ‘Rift’ for the show). The concept a new approach to ride-attractions, and in some cases hoping to reboot aging flat-rides with interactive VR content.

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[Image via: themepark-central.de]

The use of VR, beyond just amusement and attractions, was revealed on many booths, companies using Google Cardboard, Samsung Gear VR and even Microsoft Hololens as development and creation tools for theme park and attraction construction. Even the waterpark industry wanted to embrace VR opportunities; exhibitor Polin Waterparks, a Turkish water resort and ride developer celebrating its 40th anniversary, ran on their booth the VR Waterslide Simulator. Guests able to sit on a rubber ring and through a special motion platform and wearing a Gear VR, simulate various virtual waterslide ride configurations.

Some exhibitors at the show wanted to promote the opportunity to deploy new attractions using VR. Kraftwerk Living Technologies, the 3D, 4D and large format simulator theatre developer, presented on their booth one of their cinema 4D SFX Motion Bases, equipped with HTC VIVE headsets for three riders, who experienced a VR ride film from Mack Rides’ Coastiality mobile VR app library. At the same time, major attractions developer CAVU Designwerks announced the formation of DreamCraft Attractions, a new division that will be dedicated to create immersive attraction platforms, revealing their first project as being the DreamCraft VR. The company revealed concept sketches, intending to develop a brand new two-part VR headset designed, built for the needs of the theme park audience.

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The final big development revealed at IAAPA 2016 was the explosion in interest in what has been dubbed ‘VR Arena-Scale’ – the ability for backpack or wireless VR experiences. One of the leading providers was represented be their partner Simuline; VRcade showing their wireless head-mounted display system running a two-player large free-movement enclosure on the booth, offering games such as Time Zombie, and the new cowboy game Barking Irons. The company had recently announced the signing of a number of lucrative deals seeing installations across the Globe; and during the show they announced the signing of an installation of their VRcade platform at the Muckleshoot Casino chain.

The use of backpack VR experiences has gathered much interest from the attractions and amusement community, and one of the leading developers of this approach had some surprises at the Orlando show. Australian based Zero Latency, came to the show with an operational installation. A V-Play Reality using their hardware and software was operated at the new Main Event facility at Pointe Orlando, only a few doors down from the IAAPA exhibition center. Show attendees eagerly registered to receive a VIP chance to experience the operation of this backpack based VR system that the company refers to as “Warehouse-scale” free roaming VR facility. Part of a brand new Main Event facility.

Zero Latency was the talk of the show regarding the ability to come to the event with an operational attraction, and many excited parks investors were keen to try for themselves this up to six-player tracked gaming environment. Many leaving their experience mightily impressed by the opportunity that this technology represents, especially in how Zero Latency seems to have packaged the system in a means familiar to those used to operate laser tag sites. During the show the company also revealed other facility operators that had signed to install the system across their sites.

Other companies promoted their entrance into the free roaming VR entertainment experience sector; though not exhibiting, French developer Polymorph, revealed the development of their ModulMaze, in partnership with AsterionVR (a spinoff from UCO Lava University). Based on the concept demonstrated at the European theme park convention held in Spain during September. The system employing indoor positional tracking based on a very accurate dedicated system, able to support one to six players, (the first facility based on this system opened in Rennes, France last week). It is expected that other developers will be throwing their hat into this particular ring; along with the next stage of development from The VOID.

In promoting virtual reality application Augmented Reality also started to make inroads in to the Out-of-Home entertainment sector. Developed by Japanese company Meleap, they showed a demonstration of their “techno sports” platform called ‘HADO’. Using a specially configured head-mounted display for a see-through mobile phone device, the system offers the ability for virtual characters to be placed within special enclosures, and the player to interact with them using hand gestures. The system has also been developed for competitive action with players able to take part in a virtual game with AR represented balls and goals. The company one of the first of many AR (or Mixed Reality) systems that are expected to be launched in the sector.

As with our previous column, the issue of keeping VR systems safe in large throughput locations was on many attraction professional’s minds; the approach to using disposable masks (Ninja Mask) and sanitizer wipes with VR system, an aspect that may see official direction from the IAAPA trade association governing attraction safety.

The Out-of-Home entertainment application of VR (and AR) has started a second renaissance, and it can be expected that this sector will drive many of the new investment in immersive technology in the coming months. We have much to look forward to seeing in 2017.

The Virtual Arena: The Theme Park Points The Way For VR Attractions (Part 1)

Continuing his regular column for VRFocus – leading exponent of the out-of-home entertainment sector, Kevin Williams, in this two-part feature, undertakes to cover the major VR developments launched at the world’s largest theme park, attraction and amusement exhibition last month.

Taking place in Orlando, Florida during November, the largest theme park and amusement entertainment convention proved a valuable Launchpad for the establishment of virtual reality (VR) technology in the commercial entertainment sector. The 98th International Association of Amusement Parks & Attractions (IAAPA) Expo 2016, covering over 550,000 square feet of show-space populated with inflatables, the latest arcade releases and the most advance roller coaster platforms.

But also spread throughout the event were the latest VR attraction technology.

Image via parkworld-online.com
Image via parkworld-online.com

The first aspect of VR’s application in the amusement scene was seen via the ‘VR Arcade’ platforms, using the current consumer VR applications in a commercial application. The big presentation was given by Taiwanese amusement giant Universal Space (UNIS), who has undertaken a partnership with Virtuix Omni, employing their omni-directional platform as part of a dedicated gaming stage called the ‘Omni Arena VR’ – the system having players done their special shoes and HTC headset, and navigate the virtual world in a e-Sport style competitive experience.

Another interface that was originally focused on consumer VR application that now has turned its gaze to Out-of-Home entertainment. Also, represented by an Asian amusement operations (InJoy Motion), was the FutureTown Totalmotion technology. A universal movement interface that represents body movement into the virtual experience; the system was shown as a technology demonstrator looking towards being turned into a deliverable system next year.

The entertainment sector has been working to utilize the consumer VR systems in deliverable Out-of-Home application, offering a simple turn-key ‘VR Enclosure’ solution. On display at IAAPA was the VRsenal Holocube VR system with six playing areas running HTC Vive BE systems – the platform also including a new gun interface and sonic vest to offer tactile feedback to selected games. The company working closely with consumer game publishers to include their games on the system.

Another company offering a pop-up enclosure to play specially configured VR games were Virsix showed their VR Cube, also using the HTC system and offering a selection of games in a individual enclosure approach. The Chinese amusement trade also represented their offering of a VR standalone experience; Betop Multimedia presented their WEWOD – space-time squad, using a motion platform to simulate traversing through a space-station blasting aliens using a large laser-rifle.

The VRsenal, VR Cube and WEWOD systems all use the HTC VIVE BE and are all using specialized cable management systems allowing for an unimpeded Room Scale experience. Another Chinese exhibitor, MediaFront, exhibited a VR experience that used a caged VR experience that also had the player walk an improvised gangplank.

Another aspect of the development seen in VR’s application in this sector were VR Game Platform, dedicated stand-alone amusement style offerings of VR technology. Eastern Europe has lead the charge of development of this kind of approach and IAAPA saw leading examples, Virtual Reality Park represented the Star Blade VR 360 degree motion simulator VR system manufactured by Total Interactive Technologies, and one of a handful of virtual reality systems at the show that used a bespoke HMD. Another similar 360’ motion platform was presented from Korean Motion Devices and their two-seater Top Vulcan offering a virtual Space Invaders-style experience. Eastern European manufacturer Stereolife showed their standing VR experience Stereolife eMotion, offering a selection of passive VR film experiences. The company also offers a two-seat motion ride version called the Stereolife Rifter, fellow countryman Xtrematic, also presented their Extreme-Machine, another standing VR experience machine – all systems including physical effects such as wind and vibration.

Another Eastern European exhibitor was Yotto Group, who demonstrated their ExoPlane – a paraglider shooting experience that has the player suspended while steering their craft round a desert island course. Aimed at the shopping mall and leisure entertainment venue market Brazilian manufacturer RILIX showed their convention Rilix Coaster, a simple VR roller coaster ride simulator built to be a standalone experience.

Those exhibitors that used Oculus Rift CV1 headsets for their system demonstrations, were keen to confirm that they were mainly head-set agnostic able to run their system with any of the best available head mounted displays that can be used for commercial application. While many other exhibitors offered VR entertainment systems that favoured the use of Mobile VR (smartphone based) headset experiences, due to its simplicity of utilisation.

Leading Korean 4D theatre and simulator manufacturer Simuline, (part of the CJ cinema empire) presented their VR X Rider eight-seater motion theatre experience. This was also next to the two-seat cinema motion chair platform, the 4DX VR. Both systems offer an effects theater approach to VR, running special 360 degree style VR films – running on the Samsung Gear VR. Chinese exhibitor 9D Electronic Technology (NINED) also showed their 9DVR Cinema eggshell shaped VR system, as well as the VR Eyeshot Theater– a tank-themed six-seater VR motion theatre experience.

On the Korean Pavilion (KGames) at the theme park and attraction exhibition, organized by the Korea Creative Content Agency (KOCCA), exhibition Inno Tech Media showed their VR Shooting Rider, another two-rider motion chair systems, but in this case running a mystical interactive shooting game experience. Both the 9D Electronic’s and the Inno Tech VR systems running bespoke HMD’s developed in China.

Several of the IAAPA VR systems promoted extreme motion platforms offering a strong experience linked to the immersive visuals. Turkish based DOF Robotics, are specialist in large motion theatre attractions, and the company has promoted their Hurricane VR – the three-rider system using Gear VR headsets includes a 360’ rotational element to the suspended motion ride. A cockpit based 360’ axis motion simulator (the two-seater ‘S3000’) developed by Maxflight, was another example of the extreme motion experience married to visuals from a VR headset.

The development of VR in attractions to offer a replacement to the screens used in driving and flying simulators was evident on many booths. Cesys, the European developer of simulator based entertainment attractions showed their brand-new concept; the Cesys Motorbike Simulator has riders astride a simulated motorcycle on a two-degrees of freedom (2-DOF) motion platform, able to race round a circuit wearing a CV1 head-mount – the final version of the concept will use a headset mounted into a motorcycle helmet.

Motor sports simulation was also on display from CXC Simulations – developer of a specialist motion driving cockpit for the Pro-Sumer sector has invested in developing special Race Room installations using networked ‘Motion Pro II’ systems. The company had on their booth six of these networked systems, players donning the popular disposable masks (‘Ninja Mask’) before wearing Oculus ‘Rift’ headsets to take place in competition. A more compact motion seat system was on display from Talon Simulation showing their Atomic A3 Virtual Reality Simulator, the company having already sold the system to the CaddyShanks Interactive Sports Pub chain.

Offering a compelling immersive motion driving systems was on display on many booths, UK based Motion Simulation showed their T3 capsule, with a unique immersive projection screen, complimenting their unique variable driving position cockpit, riding on a motion system by D-BOX. The company also showed their versatility running a cockpit with a VR headset. D-BOX is a popular motion platform provider in the commercial sector. A private demonstration at a hotel close to the conventions center, was arranged by The Third Floor of their The Martian VR experience, which also uses the D-BOX platform.
This concludes the first part of Kevin’s coverage from the Orlando show floor, the next and final part of will follow later this month. On Christmas Day in fact, so come back then to find out what else went on at IAAPA Expo 2016.

The Virtual Arena: How Safe Are You In It?

Continuing his regular column for VRFocus – leading exponent of the out-of-home entertainment sector, Kevin Williams, takes time away from reporting on the latest trends, and reveals the fundamental issues of how safe the player is sharing headsets in the public-space.

As with all tech-trends, along with the innovation, a lot of hyperbole usually surrounds the core technology. That hype will swirl and dance around the reality of the application, and inevitably manifest itself into a scare-story. This latest phase of interest in virtual reality (VR) is no different and has inexorably been drawn to the dark side. This now sees the blind leading the blind concerning the speculation of contamination in using HMD’s in public settings.

Having been involved in demonstrating and operating VR technology in out-of-home applications since the 1990’s; I think you can all agree that we may have some experience in the realities of usage in this environment, and more importantly be able to address the issues that are actually of value in this deployment.

History

We have seen many head-lines in popular media questioning a possible danger of infection with disease from the use of a headset during a public demonstration. Speculation of catching “Oculuar Herpes”, “Pink-Eye” or other germs or viruses. But also, a common concern is of bacterial transmission and infestations (such as hair lice) that sharing a head-mounted device could speculatively transmit from user to user.

But the reality of deployment and contamination is far less sensational as the miss informed would have the public believe. And that in a history of deploying VR in public-space many important lessons have been learned.

Rather than a new application, VR has been in operation in high-foot traffic locations, serving player upon player, since the 1990’s. The first VR amusement systems were deployed in amusement and attraction venues back in 1992, and have seen a constant stream of players using the head-mounted gaming experience. Rarely mentioned, the Walt Disney Corporation operated from 1997 till only a matter of months ago (2016) one of the longest running VR experiences at their DisneyQuest indoor theme park experience.

Image via TripAdvisor

Within this five-story facility, several ground-breaking immersive digital attractions were operated including two VR attractions. One of these included the influential VR experience Aladdin’s Magic Carpet Ride, based on the Walt Disney Imagineer technology experiment Disney Vision Adventure; first installed at EPCOT in 1994 seeing some 45,000 guests experience the then new concept of virtual reality. The DisneyQuest attraction derived from this work, and became the longest constantly operated VR attraction to date – Aladdin’s Magic Carpet Ride having entertained over a million guests at the venue.

The secret to this VR installations issue free success being used by thousands of guests at a time, is in the application of lessons learned from the original experiment and the fundamentals employed by the theme park industry as a hole. The use of a special separate, detachable head-liner factored ease of usage of the (in today’s comparison), crude VR headset. The specially developed ‘DisneyVision’ visor created to offer a simple and easy to clean platform between guest. As simple as the methodology seen applied with ‘3D cinema’ glasses used by millions each day, and which have equally not been the hub of a spread of bacteria or virus.

What has been defined as the “Three-R’s” – all head-mounted displays (HMD’s) hoping to be applied in the crucible of public-space entertainment must be Robust, able to survive being dropped and manhandled by hordes of guests. They should be Resilient, offering a durable but simple design that is created to offer no medium for the transfer of germs or virus and are simple to clean; and finally, they must be Reliable, offering a simple fit for different anthropomorphic head shapes to be catered comfortably, and able to operate continuously.

But beyond the use of specially developed HMD’s like DisneyVision, the current VR arcade and attraction scene has seen the deployment of consumer based headsets into the public arena. First with deployment as development kits at game conventions, then later used as attractions at venues. One of the best examples of a venue that has seen thousands of guests experiencing VR in an out-of-home entertainment environment has been supplied by BANDAI NAMCO Games. The Japanese amusement powerhouse undertook a year-long experiment to create an ideal game facility to evaluate the best practises of deploying VR in an arcade setting.

Image via Forbes

The VR ZONE Project i Can, opened in a Tokyo mall in April, the special facility offered the best in VR entertainment to those prepared to reserve a slot to visit, (often booked weeks in advance). Already covered in detail in a previous report – fundamentally, the VR ZONE evaluated, along with many things, the best practices of deploying what is basically an updated HTC Vive (Business Edition) headset into a public environment. Along with an appropriate cleaning regime, BANDAI NAMCO’s team also addressed the perceived issues of operating a HMD in a society super sensitive to such intimate contact of a shared device.

In addressing this issue, BANDAI NAMCO became one of the first to deploy the “Ninja Mask”, as a shield in using VR head-mounts. Based on the already familiar Japanese facial mask, this variant was created that fitted over the eyes. A means to personalize the usage, and hope to negate sweat and makeup from one user to the next. The system also hoped to alleviate the red mark that surrounds a user’s face after extended contact with the headsets gasket. The VR ZONE, (like DisneyQuest), only recently closing but gaining valuable data on how to deploy VR to a mass audience.

Issues

What has been learned from all these, and the many, applications of VR in public-space is that a level of professionalism of deployment is needed when dealing with a large audience, being ushered into a virtual experience. Where the game convention demonstrations may have been laid-back to the needs of appropriate usage of the hardware, the commercial sector must be much more professional and aware of the issues.

Regarding the best practise of deploying VR in the public space, the issues can be broken down into two key elements:

Cleaning Regime: The need for an appropriate means to clean the HMD between user is both essential to alleviate any possible transfer of medium, but also to act as an appropriate demonstration of best practise to the guest. Large theme parks have already started to deploy VR on their attractions, and all have created a dedicated regime regarding operation of the headsets on their rides.

Examples like the Galactica at Alton Towers theme park, in the UK – sees a steel-coaster converted to operate as a VR attraction, specialist headsets created with weatherproof shielding, and an easy clean interior. Also, the attendants operating the ride apply a “Wet & Dry” cleaning procedure for guests; a wet wipe-down when the unit is taken off the guest, and a dry wipe-down when handing to the next.

Galactica Alton Towers

The use of the correct cleaning materials is essential, many of the early demonstrations saw a confusion of methodologies. Disposable baby-wipe tissues mistaken as being appropriate, and the issues of using alcoholic wipes on sensitive skin and hardware. Nowadays all operators have been schooled in the appropriate non-abrasive anti-bacterial cleaning material.

Appropriate Operation: The need is also in training of the attendants to the best practise of loading and unloading the guest into the VR experience, how to place the HMD on the face, and to ensure not only that the unit being handed to them is clean, but is operating correctly.

The attendant must pay more heed to the concerns of the guest, not familiar with venturing into a virtual experience, and much of the preparation is to ensure they are at their ease. The concerns about the guest’s appearance seem to factor more than the concerns of bacterial issues. The avoidance of “Oculus-Face” (the red mark around the face, left after contact with the gasket) has seen in some cases the deployment of disposable “Ninja Masks”. While the deployment of special covers over the HMD offer a better material for wipe down and the avoidance of bacterial transfer.

Along with ensuring correct cleaning and operation, the attendants also need to be trained to check the guest’s reaction to the experience; the issue of Sim-Sickness and disquiet with experiencing VR for the first time are all aspects that need to be checked when operating a complicated and new technology, such as VR, to a large audience.

So, in conclusion, the deployment of VR into the public-space is not new, and the hidden issues are not unknown. Be it, 3D cinema glasses, bowling center shoes, or go-kart crash helmets; the need for appropriate cleaning is essential, but also best practise in operating technology like VR. Though the speculation of horrendous situations may be peddled by social media – only now coming to the realization of the popularity to try VR outside of the home – as always there is no need for alarmism, but professionalism is essential.

Following hot on the heels of this feature, I will be turning the gaze to the explosion in interest in ‘VR Arena-Scale’ platforms, seen by many as VR’s answer to lasertag, and the application of attraction style implementations of this exciting technology.