The Virtual Arena: The New Drive for Out-of-Home VR (Part 1)

What a difference a month makes! We enter June to a cacophony of announcements regarding major LB-VR projects and new hardware using powerful Intellectual Properties (IP), deployment aimed squarely at virtual reality (VR) and the digital out-of-home entertianment (DOE) scene. Industry specialist, Kevin Williams continues his retrospective of developments in this emerging market.

Anyone that tried to ignore or label the Out-of-Home application of VR as an unimportant niche, has had to concede their folly. Following an avalanche of news stories, and investment, regarding brand-new Location-Based VR development. We have followed many of these projects from their inception some years ago and seeing them reach fruition is a vindication of the investment that big IP are willing to bet on DOE VR implementation; all this, while the consumer VR scene seems to be at a major crossroad.

Dave & Buster's VR SimulatorOne of the largest social entertainment brands, caused a rash of mainstream media headlines with the announcement that they would be installing, what has been called the “World’s largest commercial multiplayer VR attraction, at over 110 Dave & Busters (D&B) locations. The attraction called Jurassic World: VR Expedition – has been developed in partnership with pioneering developer of turn-key large-scale, multiplayer, free-roaming commercial VR attraction systems, VRstudios. The four-player VR attraction incorporates a motion platform and uses HTC Vive headsets and controllers, to immerse players in the Jurassic World environment in a fast-paced virtual experience.

D&B had previously carried out several experiments with early VR technology, considering the best deployment that meets their exacting needs and audience demographics. The company having a history in incorporating VR into their mix, being one of the major supporters of the technology back in the last heyday of VR amusement in the 1990’s. This new VR attraction builds on lessons learned and incorporates what VRstudios has named their VRcade Attraction Management Platform (AMP) to operate and manage the new attraction across the D&B sites.

It was revealed that HTC is taking the new D&B project so seriously that they signed an agreement with the social entertainment venue that will see over 500 HTC Vive headsets deployed to D&B locations across the USA and Canada. This is one of the largest mass deployments of this VR headset into the Out-of-Home entertainment scene in the West; while HTC has already signed other large deployment partnerships – as we reported in our AAA’18 coverage, in affiliation with developer VR LEKE.

Beyond the motion platform approach to VR entertainment – we have seen an explosion of investment in VR free-roaming (Arena-Scale) experiences, also driven by major IP that have garnered many of the big headlines in recent weeks. One of the biggest was the announcement of Terminator Genisys – Time Machine – again based on a major cinematic universe. This Arena-Scale VR experience has been conceived by SPACES, a Californian based immersive entertainment developer, in partnership with IP holder Skydance Media.

Terminator Genisys

It is important to understand that SPACES, a relatively new operation, comprises a strong talent pool of skilled specialist in the creating of immersive attractions – the company including ex-DreamWorks executives with film and attraction experience and is supported by a major investment chain that includes the likes of Songcheng Performance Development Co., Ltd, (one of the world’s biggest theme-park and performing arts companies), Comcast Ventures and GREE, to name a few.

The first of the corporation’s immersive VR attractions sees groups take part in elements taken from the cinematic universe of Terminator – but along with more familiar game elements, there is a team interaction and puzzle solving, as well the overall experience incorporating the personalization of the experience with scanning of the players, and a repeat visitation element. The company partnering their attraction with established location-based destinations (theme parks, tourist destinations, theaters and malls).  All aspects driving the innovation of LB-VR into the mainstream.

Not all the major IP being deployed into the commercial entertainment scene comes from Hollywood – recently opened in Japan, we saw the first VR deployment of the popular consumer game brand Dragon Quest. The latest installation within BANDAI NAMCO’s VR ZONE at their Shinjuku facility, the specially developed Dragon Quest VR – that sees four players taking on the unique roles within a virtual representation of the Square Enix RPG.

This Arena-Scale experience supporting up to four players, utilizing unique interfaces such as swords, shields, and staffs, but also the ability for certain characters to cast spells with their wands. The game, concluding with a boss fight, where the party must learn to work as a team to succeed. BANDAI NAMCO have stated that they look towards leveraging more IP into their VR experiences, seeing this as a strong platform to create compelling experiences building on their amusement experience. We have already seen a previous free-roaming VR experience launched by the company based on the Ghost in The Shell anima series.

Free-roaming VR technology is not just driven from Asian and American developments – great strides in innovation have been seen in Europe, such as with Swiss based trueVRsystems announcing a few weeks ago their sixth arcade installation in Stockholm, Sweden. Installing a modular 2 x 150m² system that offers groups of players with VR backpacks the chance to explore virtual experiences. The system one of only a few that can support up to 10-players, using full bodying tracking and deploying interfaces such as the StriverVR weapon system.

Another company building on their cinematic universe, to create compelling VR attractions, recently opened the doors to their first test location. 20th Century Fox (FoxNext Destination group) partnering with iP2 and Pure Imagination Studios to develop and launched their ALIEN: DESCENT experience; opening for the first time at The Outlets, at Orange in Orange County, South California. A shopping mall retail unit converted into become a dedicated VR entertainment venue.

Alien Descent

This themed VR experience, incorporates a 2,000-sq ft. free-roam space with groups of players navigating virtually rendered darkened corridors, and blasting Xenomorphs, in a full virtual experience. The platform has been in secret test for several months as the company’s perfected their vision of the best VR experience. Using the Samsung Gear VR as their immersive platform, married to a force feedback weapon – again using the StrikerVR gun.

It is great to see StrikerVR, one of the early developers in this latest phase of the VR landscape, making headway, though aspirations in the consumer sector have pivoted to a wholly commercial entertainment business model. Some of the new projects launching in recent months deploy the StrikerVR system – which has completed an arduous evaluation and testing phase to become a dominant brand in this sector.

One of the leading lights in the deployment of Arena-Scale virtual attractions, The VOID announced nine additional locations, bringing the company’s total footprint to 18 venues. This growth marks the progression of The VOID to establish their unique “Hyper Reality” experience that launched back in 2016 with their first location at Madame Tussauds in New York (partnered with Sony Pictures and Merlin Entertainment). The process of doubling its locations comes as the company closed a very successful Series A round of investment.

THE VOID - Star Wars
“Move along…”

Las Vegas recently saw the opening of the latest VOID location (now partnered with Walt Disney), placed within the Venetian Casino Resort – the latest installation of their VR backpack experience based around the cinematic universe of Star Wars. The VOID started with another of their games based around the Ghostbusters IP – and is looking to continue this path of innovation while emerging the guest in an interactive film like narrative.

This opening in Las Vegas last month coincided with several VR openings in this entertainment capital. Several major LV casino resorts incorporating a VR offering to appeal to the “Millennial audience”, looking for a new draw beyond the gaming floors of the casinos. One such example was seen at New York-New York casino resort, who have augmented their popular rollercoaster by added VR Coaster technology. Riders wearing Samsung Gear VR headsets that supply a sweeping VR ride experience to the twists and turns of the coaster.

New York-New York Casino VR Coaster

Watch this space for the next and final part of this latest coverage into DOE, coming soon to The Virtual Arena and VRFocus.

Hands-On — The VOID’s Nicodemus: Demon Of Evanishment Will Terrify This Halloween

Hands-On — The VOID’s Nicodemus: Demon Of Evanishment Will Terrify This Halloween

I jumped in surprise within 30 seconds of entering The VOID in Las Vegas. I was cowering in fear just a few minutes later.

Out of the corner of my eye I saw something rush toward me. I heard it coming closer as I pointed my head down and closed my eyes. I waited for it to pass.

Then I felt something dig into my shoulder.

A powerful chill moved down my spine and throughout my body. I crossed my arms to rub the goosebumps and tried to laugh off the feeling something had grabbed me. I remembered earlier, when I was getting strapped into the headset, I was looking down at my vest and reading the word “Rapture” upside down. Of course — it was The VOID’s haptic vest.

When The VOID upgraded to Rift-level visuals last year I drove out to Utah to experience it. I was impressed with their walk-around system and environmental effects, though both Ghostbusters and Star Wars experiences from The VOID invite comparisons to forms of 2D entertainment. Is around $33 per person in The VOID worth the price in comparison to $15-20 per person for a two-hour movie? Or $60 for a new video game with 10 or more hours of content to play?

The VOID’s first public VR experiences draw people to venues with the promise of stepping into a world made famous on the big screen. In places where there are VOID locations like Downtown Disney and The Venetian there’s a built-in audience of people ready to pay some money to visit another world for a bit. And, in each of the first public VOID attractions, you hold a gun in your hands to defend yourself. It is a bit of security in Ghostbusters, for example, when spirits are ready to rush at you. These guns, though, tend to limit interaction while inviting comparisons to first-person shooter games.

It is much harder to make comparisons to 2D forms of entertainment with Nicodemus: Demon of Evanishment when you naturally use your hands to interact with the world while exploring a haunted building. The only comparison I can make to a video game is the setting in the late 1800s at an abandoned world’s fair is a bit like stepping into Rapture or Columbia from Bioshock. According to The VOID, co-founder Curtis Hickman helped develop the story for Nicodemus and found inspiration in a love for haunted houses.

These are the characters people can become inside Nicodemus: Demon of Evanishment.

I want to describe a specific moment in my recent trip to The VOID that would be a major spoiler, so skip to the next paragraph to avoid. In one of the rooms there are three dioramas without power. At the first diorama on the left side of the room I spotted something glowing. Sitting on a shelf at the front of the diorama there was an outline of a hand glowing in red. Since it was just me alone — I laughed a bit and put my hand on the shelf. A little mechanical executioner wielding a big axe emerged from a door at the back of the diorama and started sliding over to my hand. I snapped my hand back from the shelf. The executioner stopped moving. I laughed to myself and looked to my right. There were giant black fingers tightly gripping the side of the diorama. I shook again. Something was watching me. The fingers released their grip and disappeared back into the darkness. Then I encountered one the scariest sensations I’ve ever had placing my hand back on the shelf at the mercy of the tiny mechanical executioner.

The Las Vegas VOID location is running Star Wars: Secrets Of The Empire in the same building as Nicodemus: Demon of Evanishment. The latter experience will launch at more locations around Halloween.

I really didn’t want to let the Nicodemus touch me after my first encounter. My typical strategy of standing in place and waiting for the monster to pass wouldn’t work, so I had to keep opening my eyes and glancing around for the monster in order to stay away. There was no escape.

A wide range of VR attractions are rolling out worldwide and The VOID’s Nicodemus leads the way into high-end VR horror. Dave & Buster’s restaurants just launched an impressive Jurassic World attraction which costs just $5 for an intense five-minute action-packed experience. The VOID suggests its experiences last around 30 minutes from when you’ve checked in, but that time includes watching an introductory video and strapping into and out of the headset. Actual time experiencing another dimension is some fraction of that half hour. That means The VOID tends to fall far above the $1-per-minute rate that some companies are using as a guide for VR attractions. There’s also a vague sense in experiences from The VOID that you’re being moved along without too much time to solve puzzles or enjoy the scenery. With Nicodemus, though, moving to a new room at least takes your mind off the dark corners in your current space.

The VOID again shows off its industry-leading capabilities with this haunting ride. The startup is operating at an unmatched scale to produce truly visceral reactions through haptic and environmental effects. Come Halloween, VOID locations offering tickets to this experience will offer an incredible scare. For now, Nicodemus: Demon of Evanishment is only available in Las Vegas.

Tagged with: , ,

The post Hands-On — The VOID’s Nicodemus: Demon Of Evanishment Will Terrify This Halloween appeared first on UploadVR.

The VOID Announces Expansion Into Nine New Locations

Location-based virtual reality (VR) provider The VOID has announced that it will be opening nine new experience centers to offer more people the chance to enjoy truly immersive VR moments. This has been made possible thanks to the close of a Series A round of funding late last year and will allow the company to carry out this aggressive expansion plan within the United States.

The VOID

Thanks to the latest in cutting-edge technology and world-class content, The VOID has proven to be a leading provide of stunning VR expereinces. The nine new locations are planned to be opened in Atlanta, Ga.; Austin, Texas; Dallas, Texas; Hollywood, Calif.; Minneapolis, Minn.; New York, N.Y.; Philadelphia, Pa.; Santa Monica, Calif.; and Washington, D.C.

Fidelity Management and Research Company led the round of funding with the participation from new investors Qualcomm Ventures, Verizon Ventures, Disney, Cinemark, and Genting Malaysia. Additional partners include: Shanda International Group, Meraas, Ithaca Media Ventures, Lion Capital, Madison Wells, Pickled Entertainment, Fair Capital, and United Talent Agency.

“The power of The VOID allows guests to step into worlds that were beyond their reach until now. We are pushing the boundaries of creativity and technology and will continue to be trailblazers of location-based experiences,” said Cliff Plumer, Chief Executive Officer of The VOID. “Our goal has always been to create entertainment experiences that are un-rivaled. We’re thrilled to have the support of world-class companies and we are setting our sights next on global expansion.”

This news follows the recent announcement of an original location-based VR experience dubbed Nicodemus: Demon of Evanishment, which has been developed by UK based studio, Ninja Theory. The title is set in the summer of 1893 during the famous Chicago World’s Fair, and involves a demonstration of a device called the Electro-Spiritualism. This ends up bringing something terrible into the world, causing tragedy only a few days before the closing of the fair. From here, attendees will need be invited to explore the environment of a now derelict ruin and discover the truth of what happened, all while avoiding being caught by a demon known as Nicodemus.

As The VOID continues to pioneer the location-based entertainment market with immersive and stunning VR experiences, VRFocus will be sure to bring you all the latest, so stay tuned for more.

The Void: Neue Horror-Erfahrung “Nicodemus” zieht in VR-Arcade ein

Nach Ghost Busters: Dimensions und Star Wars: Secrets of the Empire zieht ab dem 14. Juni die neue VR-Horror-Erfahrung Nicodemus: Demon of Evanishment von Entwicklerstudio Ninja Theory und The Void in die hauseigenen VR-Arcades ein und bietet den Besuchern damit eine intensive und immersive VR-Attraktion für vier Personen.

The Void – Nicodemus: Demon of Evanishment zieht in VR-Arcades ein

In Nicodemus: Demon of Evanishment begebt ihr euch gemeinsam mit drei weiteren Personen auf die verfluchte World’s Columbian Exposition nach Chicago in das Jahr 1893. Drei Tage vor dem offiziellen Ende der Messe kursierten damals Gerüchte über ein übernatürliches und gefährliches Wesen, welches die Besucher der Messe in den Evanishment Room lockte und spurlos verschwinden lies. Die mysteriösen Geschehnisse begannen nach der Vorführung einer spirituellen Ausstellung, weshalb sich die Organisatoren entschieden, die Exposition klammheimlich zu schließen.

Zwei Monate lang blieb die Tür zum geheimnisvollen Raum seitdem verschlossen, da sich die Mitarbeiter weigerten, dort einzutreten. An einem verhängnisvollen 4. Januar erblickten Mitarbeiter jedoch seltsame Lichter, die aus den verlassenen Hallen herausströmten.

Hier setzt die Story für die Besucher an, um in die gruselige Geschichte einzutauchen und es mit dem gefährlichen Dämon Nicodemus aufzunehmen und dabei verschiedene Herausforderungen zu meistern, während die Gefahr hinter jeder Ecke lauert. Dafür stehen sechs verschiedene Avatare zur Auswahl.

Innerhalb der VR-Arcades von The Void begeben sich die Besucher auf einen hyperrealistischen Trip mit haptischen Elementen und Geruchs- sowie Windeffekten. Unsere Besuche bei The Void und unsere gesammelten Erfahrungen zu den VR-Attraktionen von Star Wars: Secrets of the Empire und Ghostbusters: Dimension könnt ihr bei uns nachlesen.

Nicodemus: Demon of Evanishment wird ab dem 14. Juni in der VR-Arcade-Halle The Void in Las Vegas für knapp 30 Euro eröffnet.

(Quellen: The Void | Video: The Void Youtube)




Der Beitrag The Void: Neue Horror-Erfahrung “Nicodemus” zieht in VR-Arcade ein zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

The VOID Debuts ‘Nicodemus’ Horror Experience

The VOID Debuts ‘Nicodemus’ Horror Experience

The VOID’s location in Las Vegas is selling tickets for their latest VR attraction — a haunting trip to a World’s Fair in the 1800s.

Nicodemus: Demon of Evanishment is developed by The VOID and Ninja Theory. The VOID previously launched Ghostbusters and Star Wars experiences at a number of locations around the world while offering best-in-class immersive effects to enhance the walk-around VR experience. Nicodemus, though, looks to be a bit more intense.

The VOID’s website lists tickets at around $33 each for the experience in Las Vegas at The Venetian location starting Thursday, June 14. Up to four people can experience it together. Here’s the description of the narrative from The VOID’s website:

In the summer of 1893, the World’s Columbian Exposition – aka the Chicago World’s Fair – was held on the south side of Chicago. Three days before the fair closed, a tragic demonstration in the Electro-Spiritualism Exhibit brought something terrible into our world.

Word spread that an unknown creature was luring guests down to an ‘Evanishment Room’ … from which they never returned. The attractions were quickly and quietly closed. Workmen refused to dismantle the exhibits as the fair died around it. Two months later on January 4th of 1894, strange lights were seen coming from the abandoned exhibit hall.

Through The VOID, travel back to that same night over a hundred and twenty years ago and the decaying Chicago World’s Fair. In groups of four, you will have your choice of six personas (avatars) through which you will discover frights, trials, and adventure around every corner. You will explore, touch and interact with the decaying ruins of the once-hopeful fair. Your goal is simple: explore the abandoned exhibits and don’t get caught by the demon… Nicodemus.

Tagged with: ,

The post The VOID Debuts ‘Nicodemus’ Horror Experience appeared first on UploadVR.

Hands-on: It’s Time to Save the Galaxy in The VOID’s Star Wars: Secrets of the Empire

If there’s one franchise you can link to pretty much anything to get people interested then it has to be Star Wars. This mega movie franchise is beloved by many, having spawned numerous films – some significantly better than others – cartoons, spinoffs, and more merchandise than is possible to buy. So it makes sense that if you’re going to create a location-based virtual reality (VR) experience that’s going to attract plenty of attention slapping a Star Wars tag on it will certainly help. Which is just what LB VR specialist The VOID did when the company announced Star Wars: Secrets of the Empire in 2017. While these types of experiences tend to miss the UK for once this wasn’t the case, so VRFocus headed down to the London-based, Westfield Stratford City to see if it was worth the hype.

The first thing that was instantly noticeable was the professional look and organisation of Star Wars: Secrets of the Empire. Taking up a large floor section of the shopping centre it was difficult to miss all the massive Star Wars signage. As the visit is by appointment only there were no queues to speak of, with several groups ahead all getting ready. After the usual signing your life away process discussing what’s going to happen it was time for the main event.

Before donning all the VR garb we had to watch a short cinematic video detailing the story we were about to play. We were rebels dressed up as Stormtroopers, our job was to infiltrate an Empire base and steal a particular piece of cargo. So go in shoot up the place and scarper with the goods essentially.

Once the video had finished it was time to get suited up. As a free-roaming experience this involved a backpack PC and a custom VR headset – although there were Oculus logos printed everywhere and the IPD slider looked very familiar. While the whole kit looked bulky and heavy it felt quite the opposite, and was easy to forget once the experience had started.

To say that Star Wars: Secrets of the Empire is a premium VR experience is putting it mildly. Once you’ve had a laugh at your digital Stormtrooper mates it’s time for the action to commence. The VOID constantly call its VR tech hyper reality, and at points it’s easy to see why. Early on whilst stand on a moving platform you can feel the heat rising from the lava, whilst at the same time and a gentle wind blows simulating the platform’s movement.

Star Wars: Secrets of the Empire

Star Wars: Secret of the Empire isn’t a massive open plan experience for you to run around in. Its tightly controlled with several rooms, enabling not only walls or low hanging barriers to be felt but for a small area to feel much bigger than it is – this is also why several groups can play at the same time without bumping into one another. Once the guns have been located it’s time for the firefights to begin, killing off Stormtroopers left and right. It’s the guns that offer the first disappointment of the experience, while solid and weighty the actual fire rate is slow and lacks purpose. There were several buttons on the physical gun yet they offered no alternative fire, and mashing the trigger button didn’t speed things up.

Without going into details that’ll spoil the ending for those keen to try Star Wars: Secrets of the Empire, VRFocus being the expert play testers that we are did manage to break the experience – or more correctly one of our rigs malfunctioned, went dark, so we got another play through for all of us to see the end.

And as epic as the end was meant to be, with a very famous character appearing, it did feel over way too quickly. It must have been around 10-15 mins in total. When you consider a standard ticket is £35 GBP per person, so that a group of four will cost £140, that’s a significant amount of cash for that time frame. Then just like a theme park you can purchase a picture or two of your group all dressed up plus loads of Star Wars: Secrets of the Empire merchandise.

For those that have never tried even a basic VR setup Star Wars: Secrets of the Empire will certainly amaze. There were plenty of big smiles from the other groups finishing their session. As for us cynical lot at VRFocus, it was still very impressive and shows how far VR has come and what it can offer for the future of location-based immersive entertainment. The pricing did feel too steep for the amount of gameplay on offer, needing to be at least double the current length. Even saying this, most Star Wars will love being inside the sci-fi universe.

Viva Lightsaber! Tickets Go On Sale For Latest Star Wars: Secrets of the Empire Venue

Star Wars is one of the biggest franchises in the world, boasting a huge, enthusiastic fanbase. Those fans will soon have a chance to become part of the battles in a galaxy far, far away as tickets for immersive virtual reality (VR) experience Star Wars: Secrets of the Empire go on sale for its Las Vegas opening.

Created by VR content studio The VOID, who previously worked on a VR Ghostbusters experience, Star Wars: Secrets of the Empire will allow fans to interact with the Star Wars universe, to see, touch and interact with familiar locations for the movies.

The experience is planned to open at the Grand Canal Shoppes at The Venetian and The Palazzo in Las Vegas on Friday 27th April, 2018, and will allow guests to become part of the rebellion, infiltrating an Imperial base in order to steal valuable intelligence data.

Cliff Plumer, chief executive officer at The VOID said, “Las Vegas is the experience capital of the world, and we are excited to bring a brand new, fully immersive location based experience to the local market and out of town visitors. The power of The VOID will allow guests to step into Star Wars: Secrets of the Empire and not only see this spectacular world, but also hear, feel, touch and even smell as they realize they are a part of this incredible story.”

Vicki Dobbs Beck, Executive in Charge at ILMxLAB said, “Storytelling has always been the centerpiece of the Lucasfilm companies. While creativity leads, technology enables and our collaboration with The VOID is no exception. With Star Wars: Secrets of the Empire we are telling a new kind of story in a galaxy far, far away and we’re excited that people in Las Vegas can now share in this immersive adventure.”

Star Wars: Secrets of the Empire

Pre-sale tickets for the experience are already available through The VOID website. Further information on Star Wars: Secrets of the Empire and other upcoming VR experiences will be right here on VRFocus.

Kommentar – The Void & Co.: Ist Hyper Reality reif für die Welt?

Wer kennt den Begriff Hyper Reality? Mit Hyper Reality greife ich das Trademark der VR-Arcade-Spezialisten The Void auf und meine damit immersive Welten, in denen zum einen Real-Reality-Gegenstände eins zu eins mit der virtuellen Welt fusionieren, und die zum anderen weitere Spezialeffekte wie Wind, Wärme, Vibrationen, Gerüche enthalten. Die Frage des Titels stelle ich mir schon seit Jahren, seit den Zeiten der Oculus Rift DK1, als ich wieder anfing, mich intensiver mit VR auseinander zu setzen. Nachdem ich vor Jahren mit dem Forte VFX1 Headset das Interesse verloren hatte. Mit der ersten Veröffentlichung von Informationen zu The Void Ende 2015 treibt mich eben die Frage wieder um, ob Hyper Reality überhaupt nötig ist oder den Aufwand überhaupt wert ist.

Der aufmerksame Leser kennt noch meinen Erlebnisbericht zu The Voids Star Wars Experience in London. Während meines Aufenthalts in Dubai konnte ich die Ghostbuster-Installation im Hub-Zero-Spielcenter testen. Für 75 AED, umgerechnet rund 16 Euro, schlüpfen mein Bruder und ich in unsere Suits.

Suit Up! Ist Hyper Reality reif für die Welt?

Ghostbusters Dimension The Void

Nun, ich will keinen detaillierten Erlebnisbericht zu Ghostbusters niederschreiben. Nur so viel, dass verständlich wird, warum mir dieses Thema wichtig ist. Nach dem Bezahlen und der Einführung schlüpfen wir in unsere Rapture Suits. Man merkt ihnen an, dass sie nicht mehr ganz taufrisch sind. Zum einen äußerlich, weil sie total zerkratzt sind und der „Lack ab“ ist, zum anderen auch technologisch, denn man erkennt die ältere Trackingtechnologie mittels Infratotbällen. Und diese funktioniert, naja, schlecht. Sogar erschreckend schlecht. Tracking Probleme des HMDs und des Protonenpacks (also der Gun) sind im Vergleich zur aktuellen Technologie eklatant. Ich bin einfach kein Fan von Optitrack. Hoffentlich werden die Inside-Out-Verfahren bald erwachsen. Wie auch schon bei Star Wars ist das Tracking so schwammig, dass ich mich nicht schnell bewegen möchte. Als wäre ich beschwipst.

Die im HMD eingebaute Leap Motion funktioniert in Ghostbusters nicht. Das wird gleich nochmal wichtig. Auch hier gab es durch das schlechte Tracking und die Programmierung heitere Momente. Beispielsweise, wenn Waffen in den Raum schwebten, die Arme ihrer Besitzer sich darauf wie bei Mr. Fantastisch in die Länge streckten oder ein neunjähriges Mädchen aussah wie ein Erwachsener, der geschrumpft wurde. Ich schätze die Entfernung vom HMD zum Boden skaliert das 3D-Modell, aber die Arme und die Waffe nicht. Go Go Gorilla! Die Avatare und ihre unnatürlichen Bewegungen ließen keinen Raum mehr für Immersion, das sah einfach unfassbar lächerlich aus.

Die grafische Darstellung und die Effekte waren top-notch, kann man nichts dagegen sagen. Der Sound ebenfalls, gut abgestimmt und die Over -Ear-Kopfhörer versorgten meine Ohren mit gutem Klang.

Bin ich in VR? Bin ich in der RR?

The Void Star Wars

Nun möchte ich meine Gedanken zur eigentlichen Frage zusammenfassen. Braucht die Welt Hyper Reality? Noch dramatischer gefragt: kann Hyper Reality überhaupt funktionieren? Lässt sie unser Gehirn zu? Ich muss subjektiv zugeben: meines nicht. Ganz besonders dann nicht, wenn ich meine Hände nicht sehe und mit virtuellen Objekten interagieren soll. Ohne virtuelle Repräsentanz ist das kein besonders einfaches Unterfangen. Bei Ghostbusters soll man an einer Stelle eine Tür öffnen. Sofern die Gegenstände in der VR manipuliert werden können, wie zum Beispiel Schalter oder Knöpfe, müssen meiner Ansicht nach meine Hände akkurat eins zu eins getrackt werden. Sonst akzeptiert mein Gehirn diese Interaktion einfach nicht als real.

Bei Star Wars sah ich meine Hände, aber die Leap Motion muss die Hände optimal erfassen, um gut zu funktionieren. Am besten klappt das mit gespreizten Fingern vor dem Gesicht, was im Normalfall aber nicht einer natürlichen Interaktion entspricht. Wenn ich meine Hände so bewegen muss, dass ich die zeitliche Verzögerung von RR und VR ausgleiche, so ist das eben nicht natürlich und ein heftiger Immersionsbrecher. Nicht ich muss den Lag ausgleichen, sondern es darf keinen Lag geben. So einfach eigentlich, und doch so komplex in der Umsetzung.

Sprechen wir nun über virtuelle Gegenstände, mit denen mein Protonenpack interagieren kann, in dem sie durch Beschuss durch die Gegend fliegen. Hier ergibt es keinen Sinn, die Gegenstände zu mappen. Bei Ghostbusters steht zum Beispiel ein echtes Sofa bereit, das gemappt wird. Doch wenn man sich nicht absichtlich ans Antatschen macht oder aus Versehen dagegen stößt, ist das extrem unnötig. Und warum mappen wir ein Sofa, gegen das ich stolpern kann, aber nicht die Kaffeekanne, die ich vom Tisch geschossen habe, die nun vor mir liegt und durch die ich hindurchlaufen kann? Inkonsistent reduziert die Immersion.

Kat Walk Mini VR

Auch das Wind-Feedback oder Hitze und Kälte akzeptiert mein Gehirn einfach nicht als „echt“, da sich die Effekte nicht so anfühlen, wie sie sich anfühlen müssten. Das bedeutet, ich habe zu keinem Zeitpunkt das Gefühl, genau die Szene zu erleben die meine Augen wahrnehmen und mein Gehirn interpretiert. Ständig habe ich das Gefühl, dass mein Gehirn zwischen der Wahrnehmung der VR und RR hin und her wechselt. So wie wir Menschen nicht parallel denken können, sondern immer seriell mit kurzen Switch-Zeiten die verschiedenen Tätigkeiten abarbeiten (vereinfacht dargestellt). Es ist schwer, das jemanden zu beschreiben, der noch nicht diese Erfahrung gemacht hat. Für mich ist es so, als befände ich mich in der Matrix, mit dem Wissen um die Matrix. Cypher spricht mir in der Steak-Szene im Restaurant mit Agent Smith aus der Seele. Nicht-Wissen kann ein Segen sein.

Aus diesem Grund habe ich für mich entschieden, dass es aktuell besser ist, eben keine Hyper Reality Experience zu erleben, so lange die HMDs nicht hochauflösender sind, das Tracking viel akkurater wird und ich meine Hände und meinen Körper eins zu eins in der VR sehe. Vielleicht erlaubt mir mein blödes Primatenhirn ja dann doch noch, voll in die virtuelle Realität einzutauchen, sodass VR und RR miteinander verschmelzen. Zum jetzigen Zeitpunkt sind das nette Spielereien, die zwar das ein oder andere Mal ein „Ah! Nett“-Erlebnis auslösen, aber eben nicht durchgängig die Immersion erhöhen. Auch liegt das sicherlich an meinen sehr hohen Ansprüchen. Andere Personen mit weniger Erfahrung sind sicherlich hin und weg. Und ich freue mich sehr für sie.

Gerade The Void enttäuscht mich sehr. Dem Hype, den sie um Ihre Technologie anheizen, werden sie in meinen Augen aktuell nicht gerecht. Die acht Minuten, die die Erfahrung dauert, verbringe ich zu einem sehr großen Teil mit Rumstehen und durch die Gegend schauen. Beim Schießen muss ich mich nicht bewegen. Das heißt, wir gehen in den nächsten Raum, warten die gescripteten Events ab und schießen dann im Stehen los. Die restlichen RR <–> VR Interaktionen im Verlauf des Spiels beschränken sich auf sehr wenige Punkte und dann meist nur durch eine Person aus der Gruppe. Und dafür sind diese acht Minuten auch noch teuer.

Fazit

Mein Vorschlag: Wie wäre es, wenn wir das Feld der Hyper Reality der Augmented Reality überlassen und die VR den Bewegungsautomaten und den Custom Controllern? Macht dann nicht jede Technologie das, was sie am besten kann?

Der Beitrag Kommentar – The Void & Co.: Ist Hyper Reality reif für die Welt? zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

The VR Job Hub: Programmers, Artist And Testers Needed This Easter Sunday

Its the start of a new month as April rolls in bringing with it the joys of Easter and plenty of chocolate. Why not start your month off with a new exciting job opportunity with another entry of The VR Job Hub.

Every weekend VRFocus gathers together a number open position from across the virtual reality (VR), augmented reality (AR) and mixed reality (MR) industry, in locations around the globe, to help make finding the ideal job easier. Below are a selection of roles that are currently accepting applications across a number of disciplines, all within departments and companies that focus on VR, AR and MR.

Location

Company

Role

Link

Newcastle upon Tyne, UK Luminous Group Ltd Virtual Reality Sales Executive

Click Here to Apply

Guildford, UK

Supermassive Games

Senior Game Programmer

Click Here to Apply

Guildford, UK

Supermassive Games

Graphics Programmer

Click Here to Apply

Menlo Park, CA, US

Facebook

UX Engineer, Social VR

Click Here to Apply

Las Vegas, NV, US

The VOID VR Tech Lead

Click Here to Apply

New York, NY, US

LiveLike UX/UI Designer, VR/AR

Click Here to Apply

Sausalito, CA, US Aquent Virtual Reality Research Assistant

Click Here to Apply

Redmond, WA, US Oculus AR/VR Software Engineer, Eye Tracking

Click Here to Apply

Redmond, WA, US Oculus VR Gameplay Prototyping Engineer – Unity

Click Here to Apply

San Francisco, CA, US Google Software Engineer, Virtual Reality

Click Here to Apply

London, UK

SCE London Studio

QA Tester

Click Here to Apply

London, UK SCE London Studio Lead Environment Artist

Click Here to Apply

Don’t forget, if there was nothing in this week’s feature that was a good fit for you, you can always look at the previous edition of The VR Job Hub.

As always, if you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to myself at keva@vrfocus.com and also pgraham@vrfocus.com.

Check back with VRFocus next Sunday at the usual time of 3PM (GMT) for another selection of jobs from around the industry.

The VOID’s Star Wars: Secrets of the Empire Coming to Second London Location

In December, location-based virtual reality (VR) specialist The VOID brought its highly anticipated experience Star Wars: Secrets of the Empire to London, UK, for a limited run. Currently running at the Westfield London (Shepherd’s Bush) shopping centre until 7th March, The VOID will now bring the hyper-reality videogame to Westfield Stratford City at the end of March.

Star Wars: Secrets of the Empire

While there’s still time to book in at the Westfield London (Shepherd’s Bush) location, if you happen to live on the other side of the city the new location might be more convenient. Once The VOID has packed up after 7th March it’ll reopen at Westfield Stratford City on 29th March 2018. Similar rules apply in that the experience will only be there for a limited time run, ending on Sunday, 13th May 2018.

Star Wars: Secrets of the Empire uses The VOID’s own custom built, untethered VR system to freely move about the multi-sensory experience. The videogame puts players deep into the Star Wars universe, with its own unique story: “Under the orders of the budding rebellion, your team will travel to the molten planet of Mustafar. Your mission is to recover Imperial intelligence vital to the rebellion’s survival. Alongside the pragmatic droid K-2S0, your team must navigate through an enemy facility walking into danger at every turn. Disguised as stormtroopers, grab your blaster, solve puzzles, and fight giant lava monsters in an effort to fulfill your team’s orders.”

If you’ve not yet been or have and want to go again, you can currently book a place for either locations through The VOID’s website, but Westfield Stratford City will cost a little more for some reason. Standard tickets for Westfield London (Shepherd’s Bush)  are priced at £32.50 GBP per person, with off-peak tickets are available for £30 per person. A standard ticket for Westfield Stratford City is £35.00 per person, with off-peak tickets still priced at £30.

Cliff Plumer, chief executive officer at The VOID said in a statement: “Hyper-reality experiences allow us to fully immerse ourselves within worlds that were beyond our reach until now.  The power of The VOID will allow guests to step into Star Wars: Secrets of the Empire and not only see this spectacular world, but also hear, feel, touch and even smell as they realize they are a part of this incredible story.”

For any further updates from The VOID regarding locations for Star Wars: Secrets of the Empire, keep reading VRFocus.