The Virtual Arena: The Ascendance of Arena-Scale Entertainment – Part 2

The Virtual Arena

The second and final part of his report observing the current immersive Out-of-Home entertainment scene for VRFocus. In his latest Virtual Arena column, industry specialist Kevin Williams concludes his overview of the Free-Roaming VR sector in LBE, and looks at the key developments, and the next phase of investment as the market re-emerges.

Continuing the coverage of the impact that free-roaming out-of-home entertainment is having on the re-emerging market, we see that major IP and a continuation of business are driving the sector. While many tried to paint the post-COVID LBE VR market as doomed – the reality is that the market has started to re-emerge from lockdown and are seeing a return of their audience, while the operators that have survived the loss of business now look to the investment towards the next phase of establishing their prospects.

Battle Arena
Battle arena – Image credit: KWP

The Re-emergence of the Free-Roam Business

Establishing a full suite of VR entertainment experiences for the various needs of the entertainment venue business has been a constant challenge for many corporations. One of those that has established an important place in the market is VRstudios. Along with the company’s enclosure and free-standing VR platforms (‘ATOM’), they have also defined backpack VR arena experiences with their ‘FLEX’ VR game arena platform. Supporting from four to eight players in either small 25’x25’ to big 40’x40’ arenas, using their Attraction Management Platform (AMP) to integrate the hardware support working with the HTC Vive headset and HP backpacks.

The company before the pandemic had installed the first ‘FLEX Arena’ system in partnership with entertainment chain Dave & Buster’s demonstrating the value of adding a new attraction and revenue source to otherwise underutilized space. This level of flexibility opening the opportunity to venues of all scale to include a free-roaming arena in their offering. As with all their range, ‘FLEX’ is supported by the company’s overarching Attraction Management Platform (AMP) that handles content and operation of their systems – and also supports the VR sports competitive element of their platform, bringing an eSports capability to the ‘ATOM’ and ‘FLEX’, and free-roaming experiences, in general.

Nomadic VRthe company had initially wanted to develop their own videogame content, but after an initial process, reverted to a partnership to license a version of the popular zombie shooter from Vertigo Arcade (‘Arizona Sunshine: Contagion Z’). But soon the reality of what they offered impacted the plans of the operation. Long before the pandemic, Nomadic had closed its Orlando flagship venue (only open some eleven months) and plans for Las Vegas and Los Angeles sites were shelved. But the company has built on the valuable lessons it has learned from operating in the sector and during 2019 partnered on a major installation creating a pay-to-play LBE VR experience, Vader Immortal: Lightsaber Dojo, based on the consumer VR experience (Star Wars Lightsaber Dojo). In September it was announced that following this initial test, Nomadic and ILMxLabs would be partnering to make Lightsaber Dojo more efficient for family entertainment centres and arcades to operate in a tethered upright amusement version.

Vader Immortal Lightsaber Dojo

Backlight – known for their innovative VR escape game and arena-scale attraction has not been dormant during the lockdown period and are part of the new opening news. The Las Vegas-based AREA15 venue labelled as a 200,000-sq.,ft., “experiential art, retail and entertainment complex”, will be the flagship location for a brand new platform from Backlight – a 6,000sq.,ft., space that will have two groups of six play. The ‘OZ Experience’, pop-up LBE VR installation that will utilize backpack PC’s and offer a compelling attraction to support the eclectic mix of partners for this experimental entertainment venue. But Backlight has also been working on other projects launching this year based on their VR escape gaming and new innovative experience platforms. The company looking at rolling out their new innovative platform for wider deployment, most recently for their groundbreaking free-roaming experience Toyland: Crazy Monkey – combining a unique D-BOX motion seat system, married into the free-roaming experience, players take on hordes of toy enemies as they are shrunk into toyland.

Toyland
The motion seat part of the unique Toyland experience. Image credit: YMAGIS

While others are re-assessing their LBE VR aspirations, other new incumbents are entering the water and applying much of the lessons learned from theme park style attraction presentation. One of the veteran attraction manufacturers is Mack Ride (part of Mark International) and they have over recent years established a media-based interest. Launched in September YULLBEFull Body Tracking Free-Roaming VR Experience, developed by new division MackNeXT in cooperation with VR Coaster and Mack Rides. Working in calibration with motion tracking specialists Vicon, the YULLBE attraction offers two unique arena-scale experiences which can accommodate up to 32 users – what could be called an “Attraction-scale Platform.” The first being a fully tracked, backpack PC experience presented through the Pimax 4K VR headsets (customised for the attraction). But this is not a one-off installation, YULLBE is part of a roll-out of a chain of LBE VR centres across Europe.

YULLBE
YULLBE players don Pimax and PC backs. Image credit: MackNeXT

The European developer DIVR Labs has proven to be a strong developer of free-roaming VR experiences, most notable for their installation at the Hamleys Toy Store in Prague in the Czech Republic. The operation reconfigured the basement of the toy store to turn it into the Golem VR attraction. An arena-scale immersive experience that was based on the 15th Century Prague folk law, where Rabbi Löw created a creature known as a Golem. The attraction employing backpack PC’s, Oculus Rift CV1 headsets and the use of Ultraleap hand tracking – players in groups of four traversing the virtually created cityscape, the environment employing physical as well as virtual effects with great results.

Building on this success and the DIVR team started to roll out several experiences at new locations but were impacted by the lockdown of business with the global situation. Now re-emerging from this lockdown and the company reveals its first new installations at the Premium Outlet Prague Airport called Meet the Dinosaurs. The free-roaming time-travelling dinosaur experience transporting groups of four players back 80 million years, in an area of ​​150 square meters (players using backpack PC’s and HP Reverb headsets). Quickly following on from this, and the third DIVR location opened in the UAE.

DIVR Labs

One of the European developers that has grown a strong following in the LBE VR, is Swiss-based TrueVRSystems. Having been one of the first to develop an effective free-roaming platform incorporating multi-player and physical effect immersion – the operation has gone on to license its platform across numerous sites. During last year, the company announced plans to expand the level of capacity of their virtual worlds, accommodating 10-player simulations. This was the fifth VR arena-scale experience created by the company, supporting the OptiTrack system, and running on Oculus Rift CV1 headsets – with the use of the StrikerVR weapon system. At the time leading up to lockdown, the operation had content licensed across some 13 venues, with plans for new US and EU venues. 

A crowded landscape of free-roaming developers and one of the early developers is VEX Solutions – with a suite of different VR applications, the company has their VEX Adventure turnkey platform, offering 6m x 6m virtual arena for players for up to four PC backpack wearing players, using HTC Vive headsets, including the use of haptic vests. The VEX platform offers physical effects (heat, olfactory and vibration) within the arena to enhance the virtual experience – offering some six available games, on average offering 40-minutes of play from developers such as ECLIPSE and Backlight Studios.

Another backpack PC VR arena developer and operator is MASSVR – the company had established in Chicago their unique interpretation of the multiple player experience. Long before Fortnite was a thing, the company had installed an 8,000 square feet VR arena in a converted department store floor plan. This Westfield, Skokie location would be joined by a dedicated facility in Bloomington, IL – offering one of the largest mass playing experiences with some 16-players simultaneously. The game experiences are PvP style with teams battling through environments to capture the flag – but in a unique immersive element, the games incorporate virtual jetpacks and zip-lines, as well as an assortment of weaponry. The company with its emergence from lockdown announced the addition of its VR Champions high-action active game experience with a group of eight players in a “head-to-head” competition. 

MASSVR
Players ready for the MASSVR experience. Image credit: MASSVR

One of the start-ups that gained some coverage was BiggerInside – the company showed a free-roaming concept back in 2019 at the IAAPA Europe event and went on to roll out their concept called Protocol 223. It uses the Microsoft MR tracking system, with HP Reverb headset and HP-Z-VR backpack PC – the system had the additional element of full body and hand tracking through extensive “eXosuit” fully body tracking, favouring a softer style of play away from players brandishing weapons. The four-player game arena also included physical maze wall elements to marry the physical and virtual worlds together and created a unique PvP style of experience.

The VR arcade scene has striven to broaden its appeal, looking for the latest innovation to keep relevant. The ability to offer a turn-key arena-scale offering to the widest audience has seen the free-roaming genre added to the libraries of content providers. One of the established facility management and content providers to hundreds of VR arcades is Synthesis VR, and in August the company partnered with Secret Location, to launch a free-roaming, multiplayer version of their previous popular content, releasing Blasters of the Universe: Infinity Forever. This attraction takes the original wave-based shooter and brings it to the world of arena-scale.

Blasters of the Universe: Infinity Forever

As previously reported other developers have started to offer free-roaming plug and play solutions for operators wanting to add this level of entertainment to their facility. As we covered in the first of our venue visits after lockdown, the escape room scene has embraced VR – and we had seen that Vertigo Arcades, along with an arena-scale version of their popular Arizona Sunshine, had released the brand new title Ghost Patrol VR, also for four players and also as a simple turn-key VR arcade addition. Vertigo Arcades had worked closely with Nomadic on a unique version of their popular title, creating Arizona Sunshine: Contagion Z as an exclusive version only for their LBE venues. Charting the major movements in the LBE sector of late, and just as we went to the wire news came from the Dutch game’s parent. It was announced that Vertigo Games Holding had had 100-per-cent of their shares acquired by Koch Media GmbH Austria – a wholly-owned subsidiary of Embracer Group AB, (more commonly known as THQ Nordic), for $59.3m. 

Other major developments continue to underpin the more positive nature of this sphere of immersive tech following the upheaval. SPREE Interactive – despite COVID-19, major venue openings have been taking place. In August SPREE Interactive in partnership with Pixomondo (Hollywood FX house) and broadcaster giant ProSieben launched Mission to Mars attraction at Forum Schwanthalerhöhe, Germany. An example of a pop-up retail unit installation for an immersive 10-player free-roaming VR experience. ProSieben’s popular Galileo television program is recreated immersively with a 15-minute VR experience, having guests take on an adventure to investigate humanity’s possible survival on the red planet. The attraction employing Pico standalone VR headsets and SPREE’s unique architecture that alleviated the need for backpack PC’s. Opened in August as the European LBE VR scene re-emerged from lockdown, an extremely popular attraction with audiences seeing over 60-per-cent capacity which has led the mall owner HBB to expend the attraction until the end of November.

Red Planet - SPREE Interactive
Players get ready to visit the Red Planet. Image credit: SPREE Interactive

Hyperverse – had heavily promoted their interpretation of what was needed, with their “full-immersion free-roam VR park” concept. The company had achieved initial success with installations as part of existing entertainment venues in Moscow, Chelyabinsk, New York, and Samara, the operation had initially raised some $1.5m in investment. Their hopes of being a turn-key solution was difficult as the water became crowded with more start-ups entering the free-roaming arena. Offering three free-roaming experience for between two and six players over 25-minutes, at venues such as Moscow’s ArenaScape.

While most arena-scale investment has been for LBE VR as seen in these reports, there are new applications for free-roaming experiences being developed for the arts. It was revealed recently that in London, The Royal Opera House (ROH) has been developing the first “hyper-reality opera” in partnership with Figment Productions (known for their work in theme parks and attractions). The free-roaming VR experience will place the user in the heart of an original operatic, artistic creation (inspired by the freeing of Ariel from The Tempest). The arena-scale application incorporating 4D effects married to the immersive experience, is called Current, Rising. It is scheduled to open later this year in the Linbury Theatre, part of the Opera House in Covent Garden, London. In what has been described as “historic stagecraft and cutting-edge technology”.

The Road Ahead

One of the key aspects of the latest phase of development in LBE VR has been the adoption of free-roaming applications. What industry specialist KWP has dubbed “Phase Five” of the latest adoption of VR into the commercial entertainment landscape, where vast cumbersome and technologically complicated free-roam arenas were deployed. In many cases employing camera-based mapping and tracking of objects in a complicated ballet usually referred to as SLAM (Simultaneous Localization Mapping). With advancements in technology and the simplification of the process the ability to track multiple users within an arena has been achieved, and the cost reductions are being applied towards creating cost-effective solutions.

The new generation of FAM (Flexible Arena Mapping) platforms will drive the investment in more free-roaming installations. No matter the consumer VR scene hopes to encroach on the experiences achievable with free-roaming, such as with “Co-Location” – the unique entertainment offering from this installation in a commercial setting, is still highly compelling, and unbeatable.

The Virtual Arena: Defining the Next Phase of Immersive LBE (Part 2.)

The Virtual Arena

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his second and concluding part of his latest Virtual Arena column, industry specialist Kevin Williams continues the observations made while many location-based entertainment (LBE) venues remain in lockdown. This section looks at the growth in Arena Scale immersive entertainment and investment towards the sector’s future after lockdown. 

While many of the venues are in lockdown, the continued investment in the entertainment business has seen the development and launch of new products that will drive the investment in a sector of VR that has benefited from a strong audience appetite.

Viveland
Players try out the new motion-seat dinosaur experience at Viveland: Image credit: Viveland/Kocpc

One of the first territories to see their VR arcade business emerge from lockdown was Taiwan. In this sector, HTC has opened its chain of Viveland sites. A cross between a VR park and a showroom, these have also expanded into “HTC Viveland XR Super Somatosensory Paradise” – a new popup variant. And it was at one of these sites that Fantahorn Studio debuted ‘Dinosaur Age XR’ – a prehistoric VR motion seat experience. Post-lockdown audiences flocked to try the attraction, underlining the considerable interest still seen in this deployment of the medium. 

The VR Free Roam Scene

Following on from the last report and speaking of the new distributors of free-roaming (Arena Scale) platforms, its time to look at the considerable popularity of this application with the entertainment audience pre-pandemic. One of the first and leading providers of this application was Australian based Zero Latency. Not allowing the current global crisis to impact their continued investment in developing its platform, the company used May to announce the launch of its latest title. Called Undead Arena VR, the videogame planned to be installed across their 45 Zero Latency venues internationally, (subject to when each will resume business).

The game offers from one to eight players the chance to play as a team in a post-apocalyptic world, part of a retro 80’s TV game show. Fighting off hordes of zombies to gain the high score and become a celebrity. The developers have jokingly defined the game as Smash TV meets The Hunger Games. Deployed on the latest free-roaming backpack PC platform, the company recently adopting the HP Reverb headset for their latest system. This coming as HP rolls out its new HP Reverb G2 (supported by Valve and Microsoft), offering a strong platform for LBE consideration.   

Zero Latency
The latest version of Zero Latency in operation at MeetSpaceVR in London. Image credit: KWP

A new free-roaming entrant into the market revealed its platform recently. YULLBE is an advanced backpack VR system, developed between Vicon Motion Systems, VR Coaster and MackNeXT (media development specialists in the Mack Group of companies). The platform supports up to 32 players, fully-body tracked in large arenas, employing Vicon’s advanced camera-based architecture, (architecture already used by Arena Scale operations such as Dreamscape and SandboxVR). The YULLBE system will see its first outing for summer 2020, in Germany, as an attraction next to the Europa-Park and the Rulantica waterpark. Seen as a new fully immersive form of VR entertainment, it is targeted at a broader audience than before. VR Coaster having previously partnered with SPREE Interactive on the Roam&Ride attraction ‘Eurosat Coastiality’.  

Recommencement of LBE VR Business

All this preparation is to ready for the staggered re-opening of VR entertainment businesses internationally, as reported in the first part of this feature. There has been even greater scrutiny paid to the safe and appropriate operation of VR technology in the commercial entertainment environment #AfterLockdown.

One of those leading the charge is also one of the largest providers of VR entertainment systems internationally having sold some 400-units of their Hologate Arena tethered enclosure platform. The company has amassed a wealth of experience in best practise of operating and cleaning VR in commercial settings, compiling all this knowledge into a simple guide for operators and developers across the market. The Hologate Hygiene and Safety Standard condensing the essential practice towards checking, operating, and cleaning this technology as well as the wider requirements regarding operating VR simulator rigs. The guide shared with the whole of the industry offers support to all to ensure a common practice in providing the best experience to the paying audience, as the industry emerges from forced hibernation.

Hologate

Another aspect of Hologate’s support of the impacted VR amusement scene is to backup struggling operators beyond advising them on the best practice in operating their hardware. The company announced that it would be offering two months subscription-free to owners of their hardware to take effect as soon as their venues reopen. This was intended to help ease some of the stresses that hard-pressed facility operators were experiencing as they prepared to reopen their businesses after such a long period of disruption.

Hologate at EAG 2020
VR teamwork in the latest blaster from HOLOGATE. Image credit: KWP

The reopening of the LBE VR scene has started to gain momentum, in Asia, several venues have thrown open their doors – and with the applying of new health measures has still seen strong interest from the playing audience to enjoy VR. As we mentioned previously, HTC has been promoting its Viveland operation – the company is one of the leading VR headset providers to invest considerably into a lucrative commercial entertainment strategy. While consumer VR has proven a slow burner, the commercial deployment has proven a more productive business model, that others now hope to emulate. Last year the company also pointed to wireless multiplayer LBE VR as “the next big thing”. This was part of a drive to establish the company’s Focus Plus standalone mobile VR platform that had been first to prove the genre. 

Vive Focus Plus - Nolan Bushnell

Looking to the future of LBE deployment, the next phase of VR development has supported this growth of interest on arena-scale VR applications. Beyond the conventional backpack PC approach, we have seen the investment in standalone systems. Initially, this approach was popularized by the HTC Focus Plus, but it has been dominated by interest in the Oculus Quest. However, the restrictions of the platform have impacted some plans for Commercial Entertainment application. But the standalone enterprise market will soon be flooded by a new phase of systems. As revealed by Qualcomm and its new XR2 architecture powering the ‘XR Viewer’ series. Amongst these VR and AR 5G enabled headsets are a number of enterprise-focused systems that point to the future of new arena-scale deployment, with a much higher quality of immersion, pointing to the next phase in mobile VR application.

Qualcomm - XR Viewers

Now towards the reopening of the shuttered LBE VR businesses, and the recommencement towards the new normal. How the scope of impact that the global health crisis has had on the business of immersive entertainment, and if encumbered head-mounted displays, or the development of unencumbered immersive projection systems will spell the next chapter in the deployment of out-of-home entertainment.

Vicon’s Capture.U Adds Live AR Athletic Tracking Using Apple’s ARKit

Vicon is already well-known and respected for both motion capture cameras and virtual reality endeavors, so its next step — augmented reality — probably won’t come as a shock to anyone. But professional athletes, trainers, and their teams may be particularly interested in the company’s latest development: an update to the Capture.U motion analysis app that lets users measure, visualize, and improve athletic performance as it’s happening.

As its name suggests, Capture.U is designed to capture human motion inputs from Vicon’s Blue Trident sensors, turning the data into actionable insights into the wearer’s performance. Thanks to integration with Apple’s ARKit 3.0, the iOS version of Capture.U 1.1 can overlay a point skeleton or kinematic model on top of video of an athlete, combining live sensor readings with the wearer’s actual motions for immediate analysis. Users can create videos with separate or overlaid data in 2D and/or 3D, as well as export data as PDF reports.

Vicon claims that Capture.U is the world’s first tracking platform with the real-time AR visualization feature, which it expects will benefit sports scientists and athletes alike. As the software is free to download for iOS devices, all users need are the sensors and an iPhone or iPad, which Vicon expects will make the solution popular with everything from professional to grass-roots sports teams, though it’s worth noting that the sensors each cost $1,600.

Tracking live kinematic data, joint positions, and joint angles, the app can work as a pure recorder and player, or as a performance analyzer that issues audio alerts based on the user’s position — say, every time a foot, hand, or baseball bat stretches past a certain point. Coaches will be able to track basketball players’ jump heights and speeds, quarterbacks’ throw power and force, and swimmers’ velocities over laps; physiologists and trainers could monitor the specific angles of baseball players’ counter rotations.

Users can pair anywhere from 2 to 20 Blue Trident sensors, which work at a maximum range of 24 meters and capture accelerations at up to 200g. The number of simultaneously supported sensors depends on both the specific type of tracking, as well as the use case and budget. AR visualization is capped at only 2 sensors, with 3-axis rather than 6- or 12-axis support, and peak capture rates of 562Hz (low-G) or 800Hz (high-G), half the sensors’ otherwise supported rates.

Capture.U 1.1 is available for now for iPads and iPhones in the App Store. An updated version 1.1.1 of the companion Capture.U Desktop app can be downloaded for Windows PCs and Macs here, including deep data dive and export features.

This post by Jeremy Horwitz originally appeared on VentureBeat.

The post Vicon’s Capture.U Adds Live AR Athletic Tracking Using Apple’s ARKit appeared first on UploadVR.

The VR Job Hub: Vicon, Vertigo Games, Autodesk & More

Whether you’re an experienced designer, programmer, engineer, or maybe you’ve just been inspired after reading  VRFocus’ articles – either way, you have stumbled across the weekly VR Job Hub. The vacancies listed here are usually located worldwide, from major companies to humble indie developers – the one thing they all have in common is that they are all looking for new staff.

Location Company Role Link
Oxford, UK Vicon Customer Support Engineer – VFX & VR Applications Click Here to Apply
Oxford, UK Vicon Embedded Software Engineer Click Here to Apply
Los Angeles, CA Vicon Installation Engineer – Entertainment Click Here to Apply
Denver, CO Vicon IMeasureU – Sales Development Representative: Inside Sales Click Here to Apply
Rotterdam, The Netherlands Vertigo Games Senior Gameplay Engineer Click Here to Apply
Rotterdam, The Netherlands Vertigo Games Gameplay Engineer Click Here to Apply
Rotterdam, The Netherlands Vertigo Games Senior Software Engineer.net Click Here to Apply
Rotterdam, The Netherlands Vertigo Games Graphics Engineer Click Here to Apply
Rotterdam, The Netherlands Vertigo Games Audio Engineer Click Here to Apply
Rotterdam, The Netherlands Vertigo Games Networking Engineer Click Here to Apply
Rotterdam, The Netherlands Vertigo Games Tools & Automation Engineer Click Here to Apply
Rotterdam, The Netherlands Vertigo Games International PR Manager Click Here to Apply
Rotterdam, The Netherlands Vertigo Games Internships Click Here to Apply
Toronto, Canada Autodesk Research Scientist, Augmented and Virtual Reality Click Here to Apply
Oxford, UK UK Atomic Energy Authority Virtual Reality Engineer Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

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 Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.

VR Days Europe 2019 Interview: Free-roaming VR With Vicon

Originally starting out in motion capture (mocap), hardware and software solution specialist then turned its attention to virtual reality (VR) and location-based entertainment (LBE). Offering a range of solutions for VR arcade owners, this culminated in the Vicon Origin system which launched in 2018. At the recent VR Days Europe event in Amsterdam, Vicon was in attendance to showcase its latest top-of-the-line camera, the ViperX. Vicon’s Product Manager Tim Massey was on hand to explain more.

Vicon - ViperX

During the two-day expo in November Vicon had the biggest presence of any individual company with a massive play area in partnership with VR Arcade, designed for up to four players to team up and fight waves of zombie hordes. In combination with the ViperX tracking system, the setup used mobile backpack PC’s, Oculus Rift’s, and gun controllers for that added feel of realism.

Obviously the main showcase was the new ViperX camera system which has been designed for larger-scale VR locations. The Viper series has been designed with VR in mind, with the original Viper camera featuring a 2.2 MP resolution, a visible coverage range of 8 meters and a latency time of 3.2ms. The new ViperX keeps the same low latency time whilst upping these other features. Offering an improved 6.3 MP resolution, the big gain is in its visible active marker range, now up to 18 meters.

The LBE industry has seen massive gains over the past few, with more locations appearing and bigger franchises getting involved. Recently Dave & Buster’s location in the US saw the arrival of Terminator: Guardian of Fate in addition to Star Trek: Dark Remnant and Men in Black: Galactic Getaway. While The VOID has now launched Jumanji: Reverse the Curse. Here in the UK Bandai Namco Entertainment has brought Godzilla VR over from Japan.

Vicon Origin

Massey notes how Vicon has witnessed this growth, seeing its Origin system expand from one customer with seven sites to eight customers running 51 sites worldwide, all in the space of 12 months.

Check out the full interview with Vicon at VR Days Europe 2019 below. And for further updates on the LBE industry and its latest innovations, keep reading VRFocus.  

The VR Job Hub: Singularity Lab, Pixvana, Rebellion & More

Regular as clockwork it’s time for another Sunday VR Job Hub, featuring job positions around the world with some of the most exciting companies working in the field of VR today.

Location Company Role Link
Almaty, Kazakhstan Singularity Lab C++ QT/Unreal Engine 4 Developer Click Here to Apply
Almaty, Kazakhstan Singularity Lab C#/ Unity Developer Click Here to Apply
Seattle, Washington Pixvana Sales Executive – Enterprise VR Click Here to Apply
Oxford, Warwick or Runcorn, UK Rebellion Multiple Vacancies Click Here to Apply
Seattle, WA/Oakland, CA Big Fish Games Multiple Vacancies Click Here to Apply
Oxford, UK Vicon Senior Hardware Design Engineer Click Here to Apply
Oxford, UK Vicon C++ Software Engineer Click Here to Apply
Oxford, UK Vicon Development Program Manager Click Here to Apply
Oxford, UK Vicon Customer Support Administrator Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

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 Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.

Sandbox VR Teams up With Vicon for 40 new VR Rooms

Location-based entertainment (LBE) specialist Sandbox VR has managed to grow from a single location in Hong Kong to seven locations worldwide. In January the company announced a successful investment round securing $68 million USD. Today, Sandbox VR has laid out plans for the future, with more locations planned and a new partnership with motion capture specialist Vicon.

Sandbox VR wants to use Vicon’s cameras and its location-based VR (LBVR) software Evoke to help transport up to six players into its latest VR experience Amber Sky 2088. Having previously used its own tracking solution for its first videogames and venues, Sandbox VR wanted an even more accurate system for its free-roam environments.

“Sandbox VR is expanding, and we needed a partner that can work closely with our product team,” said Steve Zhao, Sandbox VR CEO in a statement. “Being able to have quality and reliable tracking is important, but even more important is the ability for a vendor to be our partner and develop tools for us as we grow. Vicon is that company for us.”

Using Vicon’s Origin LBVR platform, Sandbox VR aims to bring Amber Sky 2088 to 12 new locations across the globe, including Austin, Macau, New York, Los Angeles, Tokyo and Hangzhou by the end of the year, for a total of 40 new VR rooms.

Sandbox VR duo

“The Sandbox VR team deeply understand VR technology, but they also understand the story experience comes first,” said Alex Muir, Vicon’s Asia-Pacific Sales Manager. “If the technology takes you out of the story for one second the whole experience is ruined. I experienced this first hand in Amber Sky 2088, ultimately gripping my revolver right to the very end.”

Taking place as the 21st century draws to a close, Amber Sky 2088 is set in futuristic Hong Kong, when humanity suddenly encounters an alien invasion. Placed inside android bodies, players need to fight off the invasion using superhuman strength and skills, able to dodge bullets whilst trying to protect a mysterious package on a space elevator.

As Sandbox VR continues its expansion VRFocus will be there to bring you the latest updates.

Become the Controller as Vicon Debut Shadow Shifter at GDC 2019

The Game Developer Conference (GDC) 2019 is only a week away and it’s set to be an exciting year for virtual reality (VR). Today, motion capture specialist Vicon has announced it’ll be at the event in San Francisco to showcase two new updates, one for its location-based VR (LBVR) system Origin, and the other for its upcoming motion capture technology  Shōgun 1.3.

  Vicon Origin

Vicon launched the Origin system last summer during SIGGRAPH, offering a complete tracking solution for VR enterprises, employed by companies like Dreamscape Immersive and VR Arcade. To showcase the latest refinements to the system, at GDC 2019 Vicon will challenge guests to play Shadow Shifter, an experience developed specifically for the event.

Players will become the controller in the physical videogame where two attendees at a time must work together to collect coins. Participants are equipped with six Pulsar active clusters and tracked by 20 Vicon Viper cameras, players then need to match there body shape with what’s displayed in front of them, with the best gaining a place on the leaderboards.

“Although Origin is less than a year old, we have only begun to scratch the surface of its vast capabilities,” said Vicon CEO, Imogen Moorhouse in a statement. “For GDC, we want to give showgoers a practical demonstration of how Vicon is developing its leading LBVR system while having a little fun at the same time.”

Shadow Shifter will also take advantage or Origin’s recent improvements, like those to the Evoke software, tracking and the introduction of “Nova,” an active strand kit containing a set of sensors that can turn any real-world object into an in-game prop.

In addition to Origin, attendees will gain a first-look at the upcoming Shōgun 1.3 update, scheduled to launch later this year. Daily demonstrations will highlight the new features, including retargeting and high-fidelity finger capture in real-time. To help with the demonstrations veteran motion capture artist Gina Williamson will star as Ciri from CD Projekt Red’s The Witcher videogame series.

As Vicon continues to improve Origin and more establishments employ the technology, VRFocus will be there to keep you updated.

VR Arcade Employs Vicon’s Origin System for new European Locations

Vicon’s revealed its new location-based virtual reality (LBVR) system, Origin, back in August, designed to offer all sizes of VR centre a complete solution. Today, Dutch-based virtual entertainment provider, VR Arcade has announced a partnership with Vicon to use its system in two new European arcades.

Vicon Origin

Vicon’s Origin system consists of four components – Viper cameras, Pulsar tracking clusters, Beacon wireless network receivers and the Evoke software. Designed to be used out of the box to create a fully immersive LBVR setup, Origin will make its first appearance on 17th November in the Netherlands, used to create two massive open gaming areas, where up to five people can freely roam.

“Roaming around a virtual environment with complete freedom of movement is one of the most immersive gaming experiences imaginable, but that hasn’t been easy to create,” said Sander Bos, VR Arcade CEO in a statement. “Vicon offers cutting-edge technology that does exactly what we need it to do out of the box. When we saw the capabilities of Origin, it opened up a whole new world of possibilities.”

Located in Delfgauw, Netherlands, the arcade will feature 40 Vicon Viper cameras per area, tracking four Vicon Pulsar active marker clusters on each player in two 240-square-meter free-roam environments. Players will be equipped with a mobile backpack and a VR headset, along with a peripheral device for use in the videogame. Currently, VR Arcade offers experiences developed in-house: Zombie Apocalypse, where players face off against a horde of zombies, and Alien Defense, which challenges participants to defeat waves of alien invaders while determining their weak points.

VR Arcade - VR2

“We are thrilled to see what Origin can do in the hands of innovative and creative minds like the team at VR Arcade,” said Vicon CEO Imogen Moorhouse. “The LBVR market is just in its infancy, and Origin will help developers around the world expand and create things no one has even dreamed of before.”

VR Arcade is currently planning to expand into two additional locations in the Netherlands, followed by an arcade in Germany and additional locations abroad. When further details are available VRFocus will let you know.

Vicon: Motion-Capture-System Origin für VRcades vorgestellt

Werbung für Virtual Reality Hygiene

Das Mocap-Unternehmen Vicon präsentierte die neue Motion-Capture-Lösung Origin, die zukünftig in diversen VR-Arcades Einzug hält. Das stabile wie einfach einzurichtende System wird erstmals auf der SIGGRAPH 2018 vorgestellt und könnte daraufhin in den VRcades von Bandai Namco sowie Dreamscape Interactive installiert werden.

Vicon – Motion-Capture-System Origin für VRcades

Die Mocap-Technologie von Vicon wurde bereits in zahlreichen Projekten eingesetzt. So findet man die Arbeit des Unternehmens im Hollywood-Blockbustern wie Blade Runner 2049 (2017) und Gravity (2013) sowie Videospielen, wie der kürzlich erschienenen VR-Version von Hellblade: Senua’s Sacrifice wieder.

Nun stellen die Entwickler/innen ein neues System für den expliziten Gebrauch für VR-Zwecke vor. Das Origin-System für Arcades setzt auf eine neuartige Kombination von Soft- und Hardware, um VR-Erfahrungen für mehrere Personen gleichzeitig anzubieten. Zu den Vorteilen der neuen Tracking-Lösung zählen eine stabile und störungsfreie Verbindung sowie eine simple Einrichtung vor Ort.

Dafür setzt Origin auf insgesamt drei verschiedene Komponenten, die mit den Namen Viper, Pulsar und Beacon getauft wurden. Ersteres steht für eine leichte Kamera, welche für die Erfassung von Bewegungstrackern zuständig ist und mit 2.2 Megapixeln, bis zu 240 FPS aufbringt. Die frei konfigurierbaren LED-Tracking-Markierungen Pulsar können sowohl am Körper wie auch an der entsprechenden VR-Ausrüstung befestigt werden.

Für die Kommunikation zwischen Viper-Kamera und Pulsar-Trackern ist das Beacon-Übertragungsgerät verantwortlich. Dieses ermöglicht eine synchronisierte Übertragung der Komponenten über WLAN. Zusätzlich sorgt die Software Evoke für eine stabile Verbindung, indem es das Tracking überwacht und nötige Kalibrationen automatisch durchführt. Entsprechend sollen auch Übergänge zwischen Spielrunden reibungslos fortgeführt werden.

Zum optimalen Einsatz benötigt man für eine Person ungefähr sechs bis acht Viper-Kameras. Bei einer Anzahl von mehr als 16 Personen innerhalb einer VR-Erfahrung müssten 36 bis 38 Kameras eingesetzt werden. Für das Ganzkörper-Tracking einer Person wären ebenso sechs Pulsar-Markierungen nötig. Wie viel die Komponenten letztlich kosten, wurde von offizieller Seite noch nicht veröffentlicht.

Dank einer Partnerschaft mit Dreamscape Immersive sowie Bandai Namco wäre eine Installation innerhalb der entsprechenden VRcades denkbar. Das neue System wird auf der SIGGRAPH 2018 vorgeführt.

(Quellen: Upload VR | Venture Beat | Video: Upload VR YouTube)

Der Beitrag Vicon: Motion-Capture-System Origin für VRcades vorgestellt zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!