VR-Themenparks rücken durch OptiTracks neues Active System näher

Die neuen Kameras der Firma OptiTrack könnten die Kosten für das Tracking von VR-Headsets über längere Distanzen, um bis zu 40 Prozent reduzieren. Die Kameras sind Bestandteil des neuen Active VR Tracking Systems. Dieser Preissturz könnte die Verbreitung von VR-Erfahrungen wie The Void beschleunigen.

The Void in New York

In The Void werden großflächige Gebiete mit Optitrack-Kameras abgedeckt um Personen, Controller oder andere Objekte, die Teil einer Story sind, zu lokalisieren. Eine dieser ersten öffentlich zugänglichen Installationen findet man im Madame Tussauds in New York. Dort wird eine Ghostbusters-VR-Erfahrung angeboten, in der die Besucher wie im Film, Geister innerhalb des Gebäudes fangen können. Dank einer Kombination aus Gerüchen, Wind- und Temperatureffekten fühlt sich das Erlebnis besonders real an und lässt den Gast direkt in das Geschehen eintauchen. Besonders praktisch ist die Tatsache, dass die Besucher einen Rucksack tragen müssen, der die Headsets mit Strom versorgt. Diese fühlen sich genauso an wie die Protonenrucksäcke aus den Filmen und vermitteln somit ein noch authentischeres Gefühl.

Das neue „Active“ System von OptiTrack

Die verbesserte Rapture Hardware, die in The Void verwendet wird, nutzt keine externen Tracking Marker wie das vorherige Passive System. Normalerweise senden die Bewegungserkennungssysteme von OptiTrack kaum sichtbare, reflektierende Punkte zum Erfassen von Bewegungen aus. Das neue Active System verwendet stattdessen Lichtstrahlen, die Objekte komplett umschließen und somit für eine bessere Erkennung sorgen. Zudem kann es bis zu 100 Objekte gleichzeitig über ein Gebiet von 30 x 30 Metern erfassen.

OptiTrack-active-passive-VR-Motion-Tracking-System

Außerdem ist ein signifikantes Upgrade für die verwendeten VR-Helme in Arbeit. Dieses sorgt für eine Verbesserung der Displays. Ein weiterer Bestandteil des Active Systems sind die neuen Kameras Slim13E. Diese kosten derzeit 1500 US Dollar und sind somit im Vergleich zu älteren Versionen innerhalb der Passive Systeme, um 1000 Dollar günstiger.

Optitrack-Camera-VR-Motion-Tracking

The Void ist eine der Firmen die versuchen einen Markt für VR-Entertainment-Erlebnisse zu erschließen. Durch preisgünstige Kameras, wie die neue OptiTrack Slim13E, erhält das Unternehmen einen Aufschwung für ihr Vorhaben. Wir dürfen also gespannt sein, wann die ersten VR-Themenparks auftauchen.

(Quellen: OptiTrack, Google)

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The Void: Verbesserte Displays und 20 VR-Arcades geplant

Für 50 Dollar hättet ihr im vergangenen Jahr bei Madame Tussauds in New York eine der umfassendsten VR-Erlebnisse genießen können – Ghostbusters: Dimension. Dort konntet euch mit drei anderen Spielern in einer The Void VR Arcade frei in der virtuellen Welt bewegen und freudig Gespenster fangen.

Bessere Technik für die zukünftige Geisterjagd

Was diese Erfahrung so eindringlich macht, ist, dass es ein völlig ungebundenes Multiplayer-Erlebnis ist, das durch reale Effekte wie Hitze oder Wind unterstützt wird. Du bist also nicht an einen Computer gebunden, du bist nicht allein und wenn du in die Nähe einer Flamme gehst, kannst du es fühlen. Die Entwicklung übernahm The Void, ein Startup-Unternehmen in Utah.

Ghostbusters VR MultiplayerDas Erlebnis bei der Gespensterjagd soll noch intensiver ausfallen, verspricht Mitbegründer James Jensen. Im vergangenen Jahr wurde zunächst ein modifiziertes Rift Development Kit 2 (DK2) mit teurer Optitrack-Technik kombiniert. Dadurch konnte das System großflächig eingesetzt werden. Während dieser Ansatz es The Void erlaubte, Ghostbusters: Dimension relativ früh zu veröffentlichen, begannen Oculus und HTC bereits verbesserte Consumer-Hardware zu versenden. Mit diesen Headsets waren bereits 90 Bilder pro Sekunde in der höchsten Auflösung möglich, während The Void ein Headset mit einem älteren Display anbot, das nur 75 Frames pro Sekunde darstellen konnte.

Alles bereit zur Installation

Aber 2017 sieht The Void als großes Jahr für die Gestaltung an, um ein ultimatives „Hyper-Reality“-Erlebnis zu bieten. Die neueste „Rapture“-Einheit des Startups bietet mehr Pixel und mehr Frames pro Sekunde. Mehr als 100 Menschen arbeiten bei The Void, doch Jensen lehnt es ansonsten ab, über finanzielle Aspekte zu reden.

Wir haben einen guten Teil von 2016 damit verbracht, alle unsere Geräte in Produktion zu geben, so dass wir das Zeug einfach nur raushauen und an den weltweiten Standorten installieren müssen. Wir hoffen, in diesem Jahr 20 Standorte installieren zu können.

Jensen betonte, sie wollten ihre erste Location so schnell wie möglich errichten. Sie mussten auch aus Sicherheitsgründen einen VR-Helm bauen, damit Leute schnell ein- und aussteigen können.

Unser HMD ist eigentlich ein Helm, weil man in einem Raum mit mehreren Leuten umhergeht. Wenn man einen Schlag auf die Front abbekommt, dann fungiert er wie ein Fahrradhelm. Er schützt die Stirn; da ist Polsterung drin. (…) Die Details beim An- und Ablegen der Ausrüstung sind sehr wichtig und bieten eine erstaunliche Erfahrung für den Endbenutzer.

Weltweiter Einsatz geplant

Das Gerät enthält auch ein abnehmbares Gesichts-Interface, so dass keiner den Schweiß des vorherigen Trägers ertragen muss. Lichtquellen werden entlang der Oberfläche des Gewehransatzes und des Kopfhörers eingebettet, so dass sie auch für die Optitrack-Kameras sichtbar sind. The Void zeigte die neueste Ausrüstung zum ersten Mal auf einer Veranstaltung in Los Angeles in dieser Woche.

Mit dieser verbesserten Hardware und weiteren geplanten Standorten, sieht es mehr und mehr so als, als ob die ultimative VR-Erfahrung demnächst in einer Reihe von Städten auf der ganzen Welt zu finden sein wird.

(Quelle: Upload VR)

Der Beitrag The Void: Verbesserte Displays und 20 VR-Arcades geplant zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

The Void Upgrades Display, Aims For 20 Installations This Year

The Void Upgrades Display, Aims For 20 Installations This Year

If you wanted to see one of the most complete VR experiences available last year you would have paid for a ticket to Madame Tussauds in New York for around $50 and included the extra Ghostbusters: Dimension VR experience. You would enjoy catching ghosts with three other players moving freely around the virtual world alongside you.

What makes the experience so immersive is that it is a completely untethered multiplayer walk-around experience complemented by real-world effects, like heat or wind. So you aren’t tethered to a computer, you aren’t alone and when you walk up to a flame you can actually feel it. The experience is a product of The Void, a Utah-based startup.

If you try out the same experience in the next few months you’re going to see a much improved experience, according to co-founder James Jensen. That is because the Ghostbusters experience last year was, according to hands-on reports, initially put together using a modified Rift development kit 2 (DK2) combined with expensive Optitrack tracking. This allowed the system to be deployed in a large area. While the approach allowed The Void to deploy the Ghostbusters: Dimension experience relatively early, it came online as Oculus and HTC started shipping improved consumer hardware. As consumers started receiving headsets that displayed 90 frames per second using the highest resolution displays possible, The Void was using a headset with an older display that only showed 75 frames per second.

This meant that despite wearing a backpack that feels just like a Ghostbusters proton pack, and catching ghosts with three other players in a virtual world enhanced by impressive environmental effects, you could still get an experience at home that was superior in some respects. But 2017 is shaping up to be a big year for The Void as the startup looks to provide the ultimate “hyper-reality” experience. The startup’s newest “Rapture” unit features more pixels in front of your eyes and more frames each second smoothing out the experience. They have more than 100 people working at The Void now, though Jensen declined to discuss financial backing.

“We spent a good part of 2016 getting all of our equipment on manufacturing lines so that we could just pump this stuff out and install in locations worldwide,” said Jensen. “Each of our ‘stages’ can have an experience on it, so locations could have two or three stages at them. We’re hoping to install 20 stages this year.”

Jensen said they wanted to get their first location up and running quickly, which is why they launched using the hardware they did. They also needed to build a VR helmet for safety reasons that would let them get people in and out of a headset very quickly, according to Jensen. 

“Our HMD is actually a helmet because you’re walking around untethered in a space with multiple people…if you take a hit on the front of it then it acts like a bicycle helmet. It bounces off your forehead, there’s padding in here,” said Jensen. “If you look at those [business] models where people are just taking an at-home system and deploying it in a mall, if you really break it down on the mechanics of how long people are in the experience, how long it takes them to get out of the experience… then those businesses kind of fall apart. It’s all in the details of getting that equipment on, getting it off and providing an amazing experience for the end user.”

The unit notably also includes a detachable facial interface so you aren’t sniffing a previous wearer’s sweat when you put it on. Jensen also said their backpack computer should be around 1.5 pounds lighter and the headset should be half a pound lighter. Lights are embedded along the surface of the gun accessory and headset so they can be spotted by the Optitrack cameras for tracking. The Void showed the newest gear for the first time at an event in Los Angeles earlier this week where we tried on the vest and took the photos embedded throughout this article. The photo at right shows the facial interface being inserted, and you can see stickers over the lenses which look exactly like those included with the consumer Rift. I asked The Void if it is a consumer Rift buried under their modifications but they declined to comment.

With this upgraded hardware rolling out and more locations planned, it is looking more and more like The Void will be bringing the ultimate VR experience to a number of cities around the world this year. We can’t wait to check out what they have in store.

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The VOID Appoints Former Lucasfilm & Industrial Light & Magic CTO as CEO

Immersive entertainment company THE VOID has announced the appointment of Cliff Plumer as the new CEO.

Plumer succeeds co-founder Ken Bretschneider who has transitioned to the role of committee chair of THE VOID Visions team and will continue to sit on the board of directors.

THEVOID-GB-arnolds-apt-logo

The new CEO brings more than 30 years of experience spanning production, creative and technology to the company. He previously served as president of Santa Monica-based Jaunt, and prior to that served as CEO of visual effects studio, Digital Domain and CTO of Lucasfilm and Industrial Light & Magic.

“For years, people have been looking for that killer VR experience and THE VOID is it. The second I experienced it for the first time, I knew I had to be part of its success,” said Plumer. “Seeing truly is believing when it comes to virtual reality, and THE VOID’s immersive experiences are going to be the first real taste of virtual reality for consumers. I am confident that THE VOID will prove to be a leader and pioneer in the virtual reality world, inspiring mass-consumer adoption of VR.”

Cliff has been an adviser to THE VOID for some time now and it’s been amazing to work alongside him. I’m happy to hand the reigns of CEO over to him and trust his exceptional leadership,” said Bretschneider. “He’s an incredibly efficient CEO and more importantly, he’s a visionary. We’re really excited and lucky that he’s decided to join THE VOID.”

Last year THE VOID opened Ghostbusters: Dimension at Madame Tussauds New York in July, allowing visitors to step into the Ghostbusters universe to do battle against ghoulish entities using THE VOID’s proprietary VR system including backpack, head-mounted display (HMD) and gun.

VRFocus will continue its coverage of THE VOID, reporting back with any further announcements.

Sleight of Hand: How VR Content Creators Trick Your Brain Like Expert Magicians

Sleight of Hand: How VR Content Creators Trick Your Brain Like Expert Magicians

There was a small, unassuming picture of Houdini that captivated me when I was growing up. It sat, framed, on my grandfather’s desk, amidst organized piles of technologies, books and notes on the secrets behind magic of all forms. The picture was the only hand-drawn eyewitness account of Houdini’s final moments backstage, before his death. As the granddaughter of a magician, I grew up knowing that the world’s most acclaimed illusionist was also human, and that people have the power to produce magic.

It’s no surprise that the most prolific innovators in VR have a connection to magic. Magicians are storytellers that have mastered the ability to convince you that what you see, no matter how far fetched, is real. And, they have the knowledge of how to manipulate your attention to bring you along with their story.

Before becoming Co-Founder and Chief Creative Officer of The VOID, Curtis Hickman was a magician creating illusions for David Copperfield and Chris Angel. Unity’s Interaction Designer IXD UX/UI and Augmented and Virtual Reality specialist, Greg Madison, has been mastering the integration of technology into his magic performances, teachings and innovations for over 20 years.

These prominent magicians of VR shared some of their secrets with me, on how they conjure virtual experiences. I also spoke with acclaimed neuroscientist, magician and co-author of Sleights of Mind, Stephen Macknik, for insight into what VR content developers can learn from the neuroscience behind magic.

Source: Raconteur

Secret 1: Make Mental Arguments

Much like magic, Stephen explains that “VR gives you a nudge in a certain direction, and your brain extrapolates the rest.” In fact, the more you present to the eyes, it makes it easier for them to do their normal processing. The immersion into a virtual world alone, gives a feeling of presence far beyond other tricks.

But, as visitors start to explore the words, it’s imperative to make what Curtis Hickman calls “mental arguments” to convince them that what they are experiencing is actually there. He explained this concept with a simple stage magic example: A magician can be on stage, and create the illusion of a ball floating in the air above him, but the audience will assume that that there is just a clear string holding it up. So, the magician needs to rotate a hoop around the ball to make the mental argument that nothing is connected to the ball, in order to achieve a moment of astonishment.

Mental arguments that virtual worlds exist, can be as simple as leveraging the haptic feedback of a controller when it touches an object, or the ability to lift a virtual object in front of you. Most effort needs to be put on the items that are closest to the visitor in the virtual space. As Curtis explains, seeing a car floating in the distance, and seeing an object sitting on a table in VR are “equally impossible because all images are digitalif I prove that a can sitting on a table is real, the brain assumes that the car is actually floating as well.”

Greg Madison is leading UX Design on Unity’s Carte Blanche research initiative, on “VR-in-VR authoring tools for non-technical users.” When Carte Blanche is being used “everything is based on the fact that you’re sitting at the table so you can feel the [actual] table… it’s natural to lean on a table, so you feel genuinely related to the objects in the world.

Source: The Matrix

Secret 2: Offer the Illusion of Choice

A mentalist is a magician that gives the impression that they have extremely strong intuition and mental abilities, to the point where they are able to effortlessly read minds and predict the future. In order to be successful, a mentalist needs to understand their audience intimately, and guide them towards choices that they feel are their own, creating the illusion of choice. The right choices are the choices that will produce the illusion of magic.

VR content creators can benefit by thinking like a mentalist. The choices that people will make in room-scale VR will impact the quality of experiences they will have with the content. It’s important for them to choose the mental arguments that convince them that they are actually present, and to make choices that will help them engage with the virtual world in the most entertaining ways.

In the development phase, Greg Madison studies every detail of people testing his experiences, from where their attention is, to their body language, to know if the cues he has developed are working. When it comes to developing content, he says that “the observation is the biggest part,” and retina tracking will become a powerful tool for his UI design.

Think about being in an experience at The VOID. Sceptical users can take time wondering all around the stage, seeking far-out virtual objects that aren’t actually mapped over physical objects, or distant paths that may not actually lead anywhere. But, the content in The VOID naturally integrates subtle hints, through intrigue, as well as some of the elements below, to help people feel more engaged with choosing what they do.

Source: Samsung

Secret 3: Control Attention with Emotion

Neuroscientist Stephen Macknik describes attention as a cognitive illusion, and “a magician uses emotion all the time…for the purpose of controlling your attention.”  We have a limited capacity for attention, so if you are engaged with a new emotion, you have “no choice but to attend to what’s happening inside of you.”

If an audience is laughing, they can’t pay attention, leaving them more prone to being surprised by something moments later. If a visitor to your VR world feels empathetic towards a character, they may be drawn closer to them, and they may also need more time to feel connected to the other characters in that space. Guide your audience to the edge of a virtual cliff, and their fear will overtake their attention towards other details. Challenge people to conquer a task, and “they forget everything else…and you won’t need to have so much going on around them.” Greg commented.

Secret 4: Leverage the Senses

Greg Madison begins integrating elements into his virtual worlds by first understanding what is needed in the experience, and then exploring the best ‘physical’ solution for it – from visual to audio tricks. He cautions that the best illusion for the experience will vary by person, since not everyone has access to all senses, so it’s beneficial to integrate a few tricks to make each UI accessible to all. “Everyone has a different way to understand and interact with the world.” That’s the magic of storytelling in virtual reality. A visually impaired user can be immersed in incredible virtual worlds with the use of audio and haptic cues, for example.

Magicians are masters of manipulating your attention. Beyond controlling attention with emotion, sensory cues can be leveraged to frame audience attention, while simultaneously emotionally engaging you with their story.

I’ll start with the sense of sight. Stephen explains that “Spectators see where the magician is looking, and follow subconsciously.” Applying this to VR content, character gazes have the power to control where people pay attention. But, our attention doesn’t just get influenced by eye position. In fact, Stephen executed various studies that proved that a magician’s “hand position matters a lot more than we thought.” When a magician’s hands move in a non-linear, more curved and unpredictable motion, this generates stronger misdirection. The movement of hands are valuable to pay attention to when developing characters, and the insight of non-linear motion generating stronger misdirection can also be applied to the movement of objects in virtual worlds.

Curtis also plays with lighting to guide attention. In one of the experiences that he developed, he noticed that if he focused his attention to the end of the hallway, he saw a slight degree change which caused a problem with the illusion. So, he added volumetric lighting that focused visitor’s attention to right in front of them, and less so further down the hall.

Even subtle lighting can be leveraged to direct attention – just think of how the reflection from a small object in a magician’s hands can draw you in.

Sound is just as important to Curtis as visual cues in directing attention. Directional and binary sound is important to accurately convey the environment to the point where you don’t notice it. When a change in sound is detected, it naturally draws your attention to it.

Touch is a form of physical misdirection that benefits magicians and pick-pocketers alike. You immediately sense touch, and it can also pull your attention away from any touch that is more delicate. In VR worlds, even the simplest feeling of the haptic feedback from your controller, can both capture and direct your attention.

And when it comes to harnessing the elements, “4D effects,” Curtis explains, “are in and of themselves a misdirection.” From the ground that you’re standing on that is shaking in time with a virtual earthquake, to leveraging wind, heat and rain to drive your attention and steps towards or away from something, I believe that this, paired with large-scale roaming, is where out-of-home virtual reality experiences offer an extra element of magic.

Secret 5: Tap into Your Audience’s Desires

Famed magician, Teller, once said: “At the core of a successful trick is an interesting and beautiful idea that taps into something that you would like to have happen.” And unlike other digital forms of entertainment, with VR, this trick feels like it actually happens to whomever gets inside the virtual world.

Understand your audiences’ desires to their core, to build the details of the world that you’ll bring them to. These details include the choices of how to interact with the content. VR story premises engage visitors, but, as the VOID’s Curtis Hickman put it “trying to tell someone a story in VR is a losing battle” – its important to provide an environment that allows people to fully experience the stories they want to tell.

Source: Awake

Secret 6: The Magic Words

The significance of a few magic words is something that I learned from my grandfather, who spoke his own special words moments before any magic took place. Create your own. These words are the transition away from the everyday. They are your promise to visitors of the quality experience that is about to come, and the reminder of who the magician is that is bringing it to them. In VR, they could come in the form of a short ritual or place, like a virtual room that is the gateway to another world.

I left the magic words at the end for a reason. The transition out of a trick may be different from the transition in, but framing the overall experience with your own branded magic at both the entry and exit point, will maintain its separation from the real world, before the HMD is lifted.

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THE VOID Releases Gameplay Trailer for Ghostbusters: Dimension

Unless you’ve been living under a rock this summer you can’t have failed to miss the recent Ghostbusters movie. And to promote the blockbuster Sony Pictures collaborated with virtual reality (VR) company THE VOID to create a one-of-a-kind immersive experience called Ghostbusters: Dimension. Now THE VOID has released a new trailer for it, showcasing what’s in store for visitors.

Ghostbusters: Dimension opened at Madame Tussauds New York in July, just prior to the release of the movie. In it players a whisked into the Ghostbusters universe to do battle against ghoulish entities using THE VOID’s proprietary VR system including backpack, head-mounted display (HMD) and gun.

The video below flits between live video and in-game graphics, similar to other mixed reality (MR) videos. As you’ll be able to see Ghostbusters: Dimension players walk around a custom built area with real walls and other objects replicated in the virtual world to manoeuvre round and utilise when needed.

The full attraction is split into two sections, the first is where visitors wander through a New York City subway station, proceeding to the Alridge Mansion Museum. From here they’ll head to Zhou’s Chinese restaurant serving as the headquarters for the Ghostbusters, before concluding in the Mercado Lobby. The second is the VR section, with the experience set in a New York apartment to battle ghosts.

VRFocus will continue its coverage of THE VOID, reporting back with any further announcements.

‘Ghostbusters: Dimension’ Trailer Offers Glimpses Inside The VOID

A new trailer for Ghostbusters: Dimension, a location-based VR attraction produced by The VOID, shows what it’s like to step inside a VR experience that mixes a physical environment with virtual visuals.

The VOID produces a unique type of VR attraction that has players roaming a large scale physical space while wearing headsets and haptic vests. The idea is that players see the virtual world around them but it’s reinforced not only with the feeling of real walls and objects when they reach out to touch them, but also with real-world effects like temperature, smell, air bursts, and more.

SEE ALSO
Harrison Ford Enters The VOID's VR Experience at TED 2016

Built on this platform, the company created the Ghostbusters: Dimension experience which launched at Madame Tussaud’s in New York City earlier this year. We’ve seen screenshots of what it looks like inside, but a new mixed-reality trailer (heading this article) gives a much better feel for what it’s like to brandish the Proton Blaster as you battle your way through the set that’s infested with virtual ghouls.

The VOID says that 20,000 people have taken the dive into the experience and also says that a number of updates are in the works to add additional effects and features, including an achievement system.

Road to VR’s Paul McAdory took a spin through Ghostbusters: Dimension himself and found the experience suitably enticing.

The post ‘Ghostbusters: Dimension’ Trailer Offers Glimpses Inside The VOID appeared first on Road to VR.

Wide-Area Tracking for VR Arcades with OptiTrack

Brian-NillesOptiTrack premiered a new demo at GDC that shows the extent of their tracking technology precision. They put passive tracking markers on a basketball and football that allowed people to go toss a ball back and forth to each other in VR.

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I had a chance to catch up with OptiTrack’s Chief Strategy Officer Brian Nilles at SIGGRAPH who talked about how OptiTrack is being used as the primary tracking solution within the different VR Arcade solutions including The VOID, VRCade, and Holovis.

See also: OptiTrack's Precise 'Void' Style Tracking Lets You Play Real Basketball in VR
See Also: OptiTrack’s Precise ‘Void’ Style Tracking Lets You Play Real Basketball in VR

He also talked about OptiTrack being used for motion and facial capture for AAA studios, and for indoor GPS systems for robots and drones. There are a number of yet-to-be announced VR Arcade solutions out there that are pushing the limits of OptiTrack’s technology, and Brian gives us an idea of what’s possible by saying that he’s seen solutions that use as many as 75 HMDs within a space up to 165ft x 120ft.

Here’s a video of their Basketball demo that premiered at GDC:


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Music: Fatality & Summer Trip

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