Disney Invests in VR Arcade The VOID, Epic Games in 2017 Accelerator

The Walt Disney Company has announced participants in its 2017 incubator Disney Accelerator, a program intended for early and venture-backed tech startups working in media and entertainment. Among the 11 picked for the company’s 2017 Accelerator is location-based VR arcade The Void and Unreal Engine creator Epic Games.

Starting in 2014, Disney’s Accelerator backs around 10 companies each year, offering financial investment and a three-month mentorship with access to the co-working space at Disney’s creative campus in LA. Companies to come out of Disney’s Accelerator include the toy company Sphero, 360 streaming platform Littlestar, 360 video production studio Jaunt and modular electronics producer littleBits.

image courtesy The Walt Disney Company

The Void is a location-based VR company that delivers a warehouse-scale experience unlike any other currently. Employing interactive sets, real-time effects, and backpack-mounted, tether-less VR headsets allowed for what Road to VR‘s Chris Madsen said ultimately helped him ‘achieve and maintain long moments of presence’ when he visited the Void in 2015.

…the sense of Presence built as I reached out to touch a stack of crates in front of me, the image becoming real as my hands were greeted with a real wooden surface. Intrigued by the merging of worlds, I dragged my hands across the surface, leaning my weight into it, and pulled myself up to peek over the ledge at the space beyond. The prop felt to be an exact match to what I was seeing through the lenses of the VR headset.

In a visit last year to The Void’s Ghostbusters: Dimension experience at Madame Tussaud’s in New York, Road to VR writer said the weight of the VR equipment didn’t distract him at all from his virtual surroundings—an old hotel room populated by a host of relatively benign pink ghosts.

The Void now operates four VR centers globally; at Madame Tussauds in New York, The Rec Room in Toronto, The Beach in Dubai, and their headquarters outside of Salt Lake City.

“As a veteran of the entertainment industry, I can say that the integrity, innovation, and magic of The Walt Disney Company is unparalleled. I’ve had the pleasure of working for Lucasfilm and ILM in the past, and my time there has greatly influenced my career. As we look back at all that we’ve accomplished in such a short time at THE VOID, and towards the future and the incredible potential to bring a new form of location-based entertainment to audiences across the globe, we know that the power of The Walt Disney Company will help us get there,” said The Void’s CEO Cliff Plumer.

While not strictly ‘VR news’, Epic Games’ Unreal Engine is one of the pillars of VR-capable game engines, and has been most recently an integral part in bringing ILMxLab’s Star Wars demo to life via Unreal Engine VR Editor. Its not certain exactly what Disney’s Accelerator will accomplish for Epic Games at this time however.

Epic Games Founder and CEO Tim Sweeney said, “Over the past few years, we’ve had great collaborations with The Walt Disney Company, contributing Unreal Engine technology to everything from theme park rides to Star Wars movies, and we look forward to participating in the Disney Accelerator.”

The post Disney Invests in VR Arcade The VOID, Epic Games in 2017 Accelerator appeared first on Road to VR.

VR Arcade Company THE VOID Joins Disney Accelerator Program

The Disney accelerator Program is now in its fourth year of operation. The Program is designed to help companies who Disney believe are creating the future of entertainment by offering them access to Disney’s leadership along with resources and support that they previouly could not have reached. This year’s additions to the program sees location-based virtual reality (VR) company THE VOID join the accelerator program.

THE VOID are perhaps best known for creating the out-of-home VR experience Ghostbusters: Dimension which has been exhibited at New York’s Madame Tussauds and will soon be launching at The Rec room in Toronto, Canada in association with Cineplex.

THE VOID - GB - UNITY - BANNER

Cliff Plumer, the CEO of THE VOID had this to say on joining the accelerator program: “Our team at THE VOID has created something amazing. And we could not be more honored to have that hard work and vision noticed by Disney. We’re thrilled to have this opportunity to work alongside these innovators who share our passion to create magical and memorable entertainment attractions,” Plumer said, “There is much to be learned from Disney, a company that crosses the boundaries of space and time, transcending languages and generations, bringing together people of all ages and nationalities. But most importantly, Disney brings more imagination, magic, and fantasy to the world. And we are inspired and motivated to embark on this next phase of our journey alongside them.”

Epic Games, the creators of the Unreal Engine that powers several VR titles and the creators of popular VR shooter Robo Recall have also joined the program.

“The Disney Accelerator has provided The Walt Disney Company incredible opportunities to connect with and be inspired by many talented entrepreneurs from all over the world,” said Michael Abrams, Senior Vice President, Innovation, The Walt Disney Company. “This year, more than ever, we are working with companies with the potential to help define the future of media and entertainment together with Disney.”

VRFocus will continue to bring you news on developments from within the VR industry.

The Void: Ghostbusters in VR kommt nach Kanada, vielleicht London

Die bereits erwartete Expansion des Erlebnisparks The Void beginnt. Die VR-Erfahrung Ghostbusters: Dimension wird in The Rec Room in Toronto installiert. Das auffällige Gebäude mischt Arcade-Erlebnisse mit Gastronomie und bietet sich als Event-Location an, ein Standort ist derzeit in London im Bau.

Who ya gonna call: Ghostbusters expandiert

Ghostbusters: Dimension gehört zu den aufwendigsten VR-Erfahrungen. Mit einem PC-Rucksack, einer Weste mit Feedback, gepolstertem VR-Helm und virtueller Waffe ausgerüstet, macht man sich zu dritt auf Geisterjagd ganz im Stil der Kultfilme. Dabei mischt Ghostbusters virtuelle Elemente mit der realen Umgebung. So wird beispielsweise ein Appartement aus der virtuellen Realität in der Wirklichkeit mit Sessel und Fernseher nachgebaut. Die Erfahrung dauert rund zehn bis zwölf Minuten und kostet 24 US-Dollar. Klingt teuer, ist aber immerhin weniger als die Hälfte als in New York letztes Jahr: Bei der ersten Installation von The Void in den Räumlichkeiten des Wachsfigurenkabinetts Madame Tussaud mussten virtuelle Geisterjäger noch 50 Dollar hinblättern.

Während das rund 100-köpfige Unternehmen The Void im letzten Jahr noch hauptsächlich damit beschäftigt war, an der Technik zu feilen, stehen die Zeichen dieses Jahr auf Expansion. Für die Uraufführung nutzte The Void noch Entwicklersets von Oculus Rift als Grundlage, inzwischen kommen fortschrittlichere Systeme zum Einsatz.

Cineplex-Kooperation: The Void könnte nach London kommen

Durch die Kooperation mit der Cineplex-Gruppe, die die Rec Rooms betreibt, besteht die Hoffnung, dass sich The Void noch mehr ausbreiten kann. Die Cineplex-Gruppe rief das modernere Arcade-Hallen-Konzept 2015 ins Leben, die erste Räumlichkeit öffnete 2016 in Edmonto in Kanada ihre Tore. In Europa baut Cineplex ebenfalls an einem Rec Room, der im Einkaufszentrum Masonville Place in London entsteht. Die Eröffnung soll nächstes Jahr stattfinden und es ist gut möglich, dass man dann auch dort auf Geisterjagd gehen kann. Für die Zeit bis dahin kann man sich als Appetithäppchen Ghostbusters VR: Now Hiring für die PSVR holen. Der größte Nachteil des PlayStation-4-Titels ist allerdings die kurze Spielzeit von nur knapp zehn Minuten.

(Quelle: VRFocus und etliche andere)

Der Beitrag The Void: Ghostbusters in VR kommt nach Kanada, vielleicht London zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

The VOID Opens In Canada And Plans For The Future Of Hyper Reality

The VOID Opens In Canada And Plans For The Future Of Hyper Reality

Hyper-reality has officially landed in Toronto as today marks the opening of the newest VOID Experience Centre in the fourth largest city in North America and a popular tourist destination.

And through a joint venture with Cineplex, The VOID will live in one of their new social venues called The Rec Room, alongside a range of dining, amusement gaming, and live entertainment experiences.

This is the second location for Cineplex’s The Rec Room. Their other location in Canada features virtual reality through a relationship with Canada’s first virtual reality arcade brand, CTRL V, using their proprietary VR arcade platform with HTC Vives.

I sat down with James Jensen, The VOID’s Co-Founder and Chief Visionary Officer, to learn more about what’s next. Beyond an accelerated focus on expansion, exciting content news is in the works.

A lot has happened since first meeting with Jensen and Co-Founder and Chief Creative Officer Curtis Hickman in Toronto back in 2015, when I just started the conversation about bringing them into the Cineplex ecosystem. An entire VR industry has appeared, and is snowballing. And many companies are attempting to build ‘VOID-like’ experiences to profit off of the concept. James is flattered that people are mimicking them because it provides “validation that what we’re doing is what people want…We have a business model that works.” He estimates that about 100,000 individuals have already tried The VOID to date.

But their future reality sits well beyond the current concept in market. What’s next from this group?

The VOIDs’s SDK

Right now, all four of The VOID locations, including their newest in Toronto, are featuring the Ghostbusters: Dimension experience. Expect two new experiences at The VOID in 2017. With the completion of their SDK in late 2016, they’re working with third parties ranging from major studios to local content creators. Third party content will soon deliver the majority of the experiences available. One of The VOID’s new experiences for 2017 has been developed in-house, while the other will be from a to-be-announced IP. Now that they have SDKs and more development time, as their content pipeline is planned further ahead, James promises more magic techniques and tricks, and more incredible illusions.

Localized Content

As The VOID expands worldwide the Team is eager to integrate storylines curated for their technology from the unique regions where they operate. This goes far beyond localization for language, to “culturally driven content” such as ancestral storylines, that will also engage new audiences in other regions.

The VOID Will Extend Into Homes

No, your living room will not be able to house hyper-reality experiences. But, The VOID will be extending select experiences from their VECs through mobile, as a means to have “pre-experience content” and retain engagement even when guests aren’t there.

The VOID’s own Rapture peripherals may help to extend that experience, and provide an additional mechanism for monetization. Most notably, Jensen highlighted their blaster: “We’ve only used about 10% of it’s capabilities, because we built it with the intention for this to be any type of weapon that you can imagine… It has different kids of motors in it. And we’re barely using any of those right now.” Maybe soon The VOID could extend into homes through Vive’s open-sourced tracking system.

The VOID May Play with Augmented Reality

When I asked Jensen about possibilities with AR, he highlighted the possibility of how it could come to life in a manner that makes sense for the concept. “The VOID is created for you to go to a completely new world, not to mix a world with your world. This is a place where you go to have a dream-like experience… and be somebody else.” However, “for content that extends in-home… we definitely want to do that.”

Product and Content Innovation

The experiences that they have in the works will require better networks, processors, GPUs, and more. They will start to integrate the use of photogrammetry as well, for example. As Jensen put it, “The VOID is a perfect catalyst for these new types of technologies.” So, the team is working with technology partners to live up to their evolving vision of the future of hyper-reality.

And, The VOID plans to take advantage of operating at physical locations. It’s the perfect ground to test new technologies and concepts that could range anywhere from scanning in personalized avatars, to localized sponsorship opportunities.

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THE VOID Expands To Envelop Canada

As out-of-home virtual reality (VR) continue to grow, so we will see more and more venues featuring exclusive location-based VR experiences that are not available at home. One company that has already developed a reputation for creating high-quality VR experiences is THE VOID who are now launching an experience in Toronto.

THE VOID will be launching its newest VOID Experience Centre in Toronto, Canada as part of a joint venture with Cineplex. The venture is poised to create a now location for eating and entertainment called The Rec Room, which is designed to merge videogaming with music, live entertainment and dining.

The first VR experience that THE VOID will be bringing to the venue will be Ghostbusters: Dimension, a VR experience created in collaboration with Ghostbusters director Ivan Reitman and Sony Pictures Virtual Reality. The experience allows visitors to find out what it is like to be a Ghostbuster, chasing down and trapping supernatural creatures.

Ghostbuster Dimension elevator-ghost

“We’re committed to transporting everyone, everywhere on virtual adventures. To deliver on that promise, THE VOID will continue to open our unique entertainment centers in key markets and major destination cities,” said Cliff Plumer, CEO of THE VOID. “Toronto is in the heart of Ontario’s tourism hub and represents the type of market that THE VOID is looking for; a great entertainment metropolis where tourists and natives alike value amazing experiences. By partnering with Cineplex, a leading entertainment and media company which owns and operates The Rec Room, THE VOID will bring immersive and interactive VR to a broad consumer audience.”

Ghostbusters: Dimensions previously appeared at Madam Tussauds in New York.

VRFocus will continue to report on new locations for out-of-home VR experiences.

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: 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 Void Opens Location In Lindon, Utah With Upgraded Hardware And Ghostbusters

The Void Opens Location In Lindon, Utah With Upgraded Hardware And Ghostbusters

The Void is one of the most immersive experiences available. It is pretty much as close to Star Trek’s Holodeck as you will find. First opening in New York at Madame Tussauds last year, the experience puts you inside a Ghostbusters-themed narrative that ingeniously helped explain why you’re wearing a backpack. When you’re in VR, you forget it’s a PC on your back and realize it’s actually a proton pack for catching ghosts.

Starting today, visitors to Lindon, Utah, where the startup is based, will be able to see this incredible experience. It becomes the third Void location after a recent opening in Dubai. We’ve also confirmed with The Void that the location in Lindon will feature the upgraded hardware we spotted in February, bringing the resolution and frame rate up to par with that of consumer PC-powered VR headsets folks have at home.

The Void is a startup that spent much of last year designing a gun peripheral and a VR helmet that could roll off an assembly line in preparation for the targeted roll-out of 20 “stages” this year. The startup calls them stages because they are finely tuned to deliver a single narrative paired with environmental effects like heat and wind to match the story.

Reservations can be made here. Ghostbusters is expected to run through May and, for a limited time, the location’s operating hours are:

 

– Monday: 5:00 p.m. – 10:00 p.m.

– Tuesday: Not open to the public

– Wednesday: 5:00 p.m. – 10:00 p.m.

– Thursday: 5:00 p.m. – 10:00 p.m.

– Friday: 5:00 p.m. – midnight

– Saturday: 11:00 a.m. – midnight

– Sunday: Not open to the public

 

 

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The VOID Opens Mixed-Reality Location in Dubai

The makers say the new park, located on the high-rent shopping area of The Beach on the Dubai Marina, is however a “limited engagement” with a presumably finite amount of slots available to the public before it closes. The park opens on March 24th, with tickets going on sale the 23rd. No definite closing date has been reported.

void-building
photo courtesy The VOID

The Void combines a real world environment—i.e. a predetermined play space and objects within it—with corresponding virtual imagery shown via the platform’s powerful backpack-mounted PC and modified Oculus Rift headset, making it an entirely untethered, free-roaming VR experience. With additional smells wafting your way and other special effects like wind, heat, cold and vibration, The Void promises to offer a uniquely immersive ‘4D’ mixed-reality experience.

Cliff Plumer, CEO at The Void and former president of cinematic VR company Jaunt’s Santa Monica studio, said: “At THE VOID we are committed to allowing everyone, everywhere to step beyond reality, and into the most immersive entertainment experience imaginable. We are excited to partner with Meraas to bring THE VOID to Dubai, one of the most innovative leisure and entertainment destinations on the planet. The cutting-edge innovation we’ve seen in Dubai is a natural fit for the hyper-reality experience THE VOID will bring residents and visitors.”

The Dubai location was created in partnership with Meraas, a UAE-based holding company and owners of several locations including Dubai’s The Beach.

the void ghost busters dimension (5)
photo courtesy The VOID

Road to VR contributor Paul McAdory stepped into The Void’s Ghostbusters: Dimension experience in New York last summer, saying that while it isn’t the most graphically intense VR experience he’s ever seen (and was remarkably short), the uncanny immersion of feeling virtual objects while he tracked and trapped supernatural enemies through a New York apartment complex brought the entire experience together. Check out his detailed hands-on here.

The Ghostbusters: Dimensions experience is said to last between 10-15 minutes including suit-up and suit-down. Dubai pricing and ticketing information hasn’t yet been released yet, but can be found on The Void’s website starting March 23rd.

The company maintains a test facility just outside of Salt Lake City, Utah—still closed to the public and by invite only.

The post The VOID Opens Mixed-Reality Location in Dubai appeared first on Road to VR.