Intel, Oculus & ESL Launch $200,000 VR eSports ‘Challenger League’

Intel have announced a partnership with ESL and Oculus to launch an eSports league dedicated to VR gaming, featuring Oculus Rift titles The Unspoken and Lone Echo‘s multiplayer counterpart Echo Arena.

It’s official, sitting around watching other people play games is a big deal among hardcore gamers these days and while, right now, the vast majority of those games are played competitively using a monitor, mouse and keyboard, Intel, ESL and Oculus want to accelerate the progression of immersive eSports with their latest initiative, the “VR Challenger League”.

The new event, offering a prize pool of over $200,000, will comprise two VR titles that were both conceived with competitive play in mind. The first is Insomniac’s excellent magical dueller The Unspoken. The game is focused on 1v1 magical duelling and has the player use the Oculus Touch motion controllers to perform magical gestures to create and throw projectiles and cast special attacks.

Next up is Echo Arena, the multiplayer counterpart to the forthcoming Oculus Rift exclusive Lone Echo set in space, featuring some impressive contextual animation and zero-G locomotion which opens the door to some unique tactile gameplay opportunities. Road to VR’s Frank He went hands on with the multiplayer mode at last year’s Oculus Connect 3 event. Here’s a snippet of what he had to say of his experience:

We would move around in zero gravity either with thrusters, or by grabbing, pulling, or pushing ourselves on our way with the help of walls or floating geometry (or even teammates or enemy characters). We’d be vying for a glowing disc in the middle of the Ender’s Game Battle Room-style arena (though it wasn’t nearly as big). Then we’d have to grab the disc and throw it into the holographic goal at the end of other team’s side.

A final piece of the puzzle was a punch you could do only to opponents’ heads to briefly stun them, preventing them from being able to move and hold the disc. You could also grab and climb onto bodies, so a common maneuver would be to grab onto a limb, clamber up, punch them in the face, and snatch the disk right from their hands, then give yourself a shove off of their stunned body to head toward the goal.

You’ll be able to qualify for the offline events by taking part in the online competitions which are set to start on July 12th on ESL Play. As well as the VR Challenger League qualifiers, you’ll also be able to “challenge yourself in our weekly ESL Play cups”, where you can compete for weekly points and prize money.

If you’re interested in taking part, head over to ESL to create an ESL Play account so you’re primed and ready to take part when the league kicks off next month.

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Here’s the 10 Companies Competing at GTC’s VR Content Showcase for $30,000 in Prizes

With over 120 applications, Nvidia has announced the 10 companies that will compete at the VR Content Showcase during GTC 2017 for $30,000 in cash and prizes.

Nvidia’s GTC 2017 conference next week has a heavy focus on broader business uses of AR and VR, including healthcare, education, architecture, and more.

The event’s VR Content Showcase is designed to highlight those non-entertainment use-cases by bringing together leading startups focusing their efforts to make AR and VR useful across industries. From 120 applications, Nvidia has announced the 10 companies that will participate in the VR Content Showcase, showing off their wares in front of a panel of judges who will decide who walks home with $30,000 in cash and prizes. Those companies are:

The VR Content Showcase takes place inside GTC 2017 on Tuesday, May 9, starting at 3:30 pm PT.

SEE ALSO
NVIDIA to Present Latest Foveated Rendering Research at GTC 2017 in May

In addition to these companies, who will also be demoing their content at the event’s exhibit hall, a number of other Nvidia partners will share their VR work at the VR Partner Pavilion, including:

  • Artec 3D will be scanning people in 3D with their new, NVIDIA Tegra-based handheld Artec Leo scanner. And out on the concourse, they’ll be using GPUs for one-click body scanning in 12 seconds with automatic data post-processing.
  • Epic Games will showcase high-fidelity VR experiences and new photorealistic content developed with Unreal Engine.
  • ESI Group is demonstrating IC.IDO, an immersive virtual environment that allows engineers to visualize complex 3D data to validate design decisions, including assembly and service procedures, without the expense of physical prototypes.
  • NASA has conducted some of the earliest and most advanced R&D in VR. Come see its Hybrid Reality Lab, the space agency’s low-cost, scalable platform to provide an “out of this world” experience for astronauts training for difficult and dangerous missions.
  • NVIDIA Research will demonstrate perceptually based foveated VR.
  • OPTIS is showing how it applies NVIDIA VRWorks PhysX and Audio SDKs to help Bentley Motors designers perfect their vehicles and maximize safety by immersing them in accurate and realistic VR environments.

In addition to demos on the exhibit floor, the event has more than 60 talks from VR experts across industries; we outlined a few we’re looking forward to here.


Road to VR is a proud media sponsor of GTC 2017

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Live Comedy Show ‘Comedy Living Room’ Coming to Altspace Thursday

Comedy Living Room, the stand-up comedy show created by Matt Lottman and Frank Chad Muniz (and literally held in a living room), is hosting its first show in VR on Thursday, April 27th at 5pm PT. The collaboration between Comedy Living Room, comedy group JASH, and social VR app AltspaceVR will feature six comedians and a “house party complete with pool, BBQ and endless Frisbee”.

Starting in Lottman and Muniz’ living room in 2012 as an open mic with friends, the show became a recognised venue in the LA comedy scene, and has since expanded to different locations, such as the RIOT LA festival, SXSW in Austin, and a monthly residency at The Hollywood Improv.

But now that the landlady has sold the house where it all started, CLR has turned to VR, or specifically, AltspaceVR, a social VR platform which established itself on early Samsung, Oculus, and HTC headsets back in 2015, and now supports all major VR hardware including Daydream.

JASH, the comedy community founded by Michael Cera, Tim & Eric, Sarah Silverman, and Reggie Watts, has collaborated with AltspaceVR to bring stand-up comedy to VR since 2015, and The Comedy Living Room in VR (CLRVR) is its latest event.

Six performers hitting the virtual stage are:

  • Paul Scheer – star of FX’s The League, regular on ABC’s Fresh Off the Boat
  • Drennon Davis – Seeso regular and one of LA Weekly’s Top 10 Comedians to Watch
  • Jay Larson – The Late Late Show performer and co-host of Best Bars in America by Esquire Network
  • Justin Martindale – Laugh Factory regular and co-creator of Funny or Die’s “Not Looking”
  • Daniel Van Kirk – Funny man and Upright Citizens Brigade regular
  • Paige Weldon – Stand up pro and co-founder of online comedy magazine The Higgs Weldon

The use official CLRVR show page to join the event on Thursday, April 27th at 5pm PT. Oculus Rift, HTC Vive, Gear VR, Daydream, and PC are supported.

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VRLO 7 Brings Latest in VR and AR to London from Epic Games, HTC, Rewind, and More

VRLO, the UK’s leading meetup for virtual reality practitioners and enthusiasts, had its seventh edition on March 20th. Hosted by Rewind, in association with Advertising Week Europe, VRLO 7 attracted 350 attendees who glimpsed the present and future of VR and AR from Epic Games, HTC, BBC Studios, and more. Road to VR’s Jon Tustain brings us interviews and coverage from the event.

Amid varied content at the event, Epic Games presented the recently released and highly acclaimed Robo Recall. The title, which is free for Oculus Touch users, sees you take on the role of an agent tasked with blasting rogue robots.

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'Robo Recall' Behind-the-scenes: Insights and Artwork from Epic Games
Armari-V25
A built-in slot for the Vive link box makes for a clean look.

High end PC specialists Armari used the event to showcase their compact V25 Slim Micro-tower, a workstation designed specifically for designers of professional VR content. The hardware features dedicated VR front buttons for quick access and a built-in box cage to integrate HTC VIVE components for a ‘cleaner look’.

To showcase the computer’s integrated Radeon Pro WX 7100 (which AMD claims is the world’s most powerful single-slot workstation GPU, capable of 5.73 TFLOPS of compute performance) Armari used the system to power BBC Learning’s Home: VR Spacewalk. As part of the BBC’s mission to inspire the next generation of scientists and explorers, the experience allows users to get to feel of what it’s like to be an astronaut floating 250 miles above earth. Oculus owners can download the experience here.

RWD_BBC_Home_01360 degree content catalogue company Blend Media were on hand to present some of their clips on a VR Sphere. In the context of Advertising Week Europe, they claim 43% of media buyers say 360 degree video will be the largest area for video growth in 2017, with a 28% higher view rate and 4.5% click through rate vs 0.5% of fixed video.

Rewind announced its acceptance into the Microsoft HoloLens Agency Readiness Partner Program, which was recently expanded to six European companies who each benefit from extensive hands on training and a view inside the Microsoft curtain.

The company’s proof-of-concept Flight Deck mixed reality HoloLens experience, based on the Red Bull Air Race, proposed what the future of live sports could look like. Produced within 12 weeks, the user can look down at a 3D visualisation of the Abu Dhabi Red Bull Air race, seeing an overhead view of the planes fly through the course positioned by real time telemetry data. Synced to a regular TV, the user can use air gesture to select a competitor from the holographic space, to switch to their POV on the television.

Co-founder of Rewind, Solomon Rogers, described how he sees this as a way to offer the drama of replays and analysis to people who attend sports games. For example, in the context of an NFL game, spectators could view player profiles, overhead views of GPS tracked players movement trails, possession averages or augmented First Down and Line of Scrimmage lines, all from their seats in the auditorium.

varsenal-vr15HTC showed off some of the accessories they announced at CES at make use of the new Vive Tracker. As we reported from CES, the arcade VR-15 gun by VRsenal is weighted like a real gun and adds haptics to add further realism to games. The VR-15 was fitted with a Tracker, the lighthouse compatible puck which is now available for $99.

SEE ALSO
Hands-on: HTC's New Vive Tracker Makes VR More Immersive With Specialized Accessories

noitom-hi5-vr-gloveAmong other Tracker peripherals at VRLO was the Hi5 VR Gloves by Noitom. We were impressed with the glove’s combination of finger tracking and motion input when we first tried them at CES. Pricing has now been revealed at $300 for the pair, with a development kit due out in June (complete with C++, UE4 and Unity SDK) and a commercial product expected in September. A developer sign-up sheet is expected to be posted on the Hi5 VR Glove website soon.

For a roundup of interviews from VRLO 7, see the video heading this article.

The post VRLO 7 Brings Latest in VR and AR to London from Epic Games, HTC, Rewind, and More appeared first on Road to VR.

NVIDIA to Present Latest Foveated Rendering Research at GTC 2017 in May

Held from May 8-11th in Silicon Valley at the San Jose Convention Center, NVIDIA’s GTC 2017 session schedule is chock full of deep tech talks that we’re looking forward to. Among them, Senior NVIDIA Research Scientist Anjul Patney will overview the company’s latest learnings from their study of the ‘perceptually-based’ approach to foveated rendering.

Simply put, foveated rendering in VR aims to render the highest quality imagery only at the center of your vision where your eye can detect sharp detail, while rendering low quality imagery in the periphery of your vision where your eye is not tuned to pick up high resolution details. Combined with eye-tracking, it’s widely believed that foveated rendering is an important pathway to unlocking retinal-resolution VR rendering in the near future (imagery which is so sharp that any additional detail would be indiscernible).

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NVIDIA Demonstrates Experimental "Zero Latency" Display Running at 1,700Hz

But foveated rendering is still in its infancy, and early attempts at using simple blur masks over the peripheral view has been shown to be too visible and distracting; a bad approximation of the limits of our peripheral vision.

Last year, NVIDIA researchers demonstrated a compelling new approach to foveated rendering (they call it ‘perceptually based’) which aims to let the end experience of human perception drive the outcome of foveated rendering techniques, rather than the other way around. The new work, which involved a ‘contrast-preserving’ rendering approach, showed a major improvement in making foveated rendering difficult to notice, and was faster than other common techniques to boot.

At GTC 2017, one of the researchers leading NVIDIA’s investigations into perceptually based foveated rendering, Anjul Patney, will take to the stage to outline the latest developments. The session description reads:

Foveated rendering is a class of algorithms which increase the performance of virtual reality applications by reducing image quality in the periphery of a user’s vision. In my talk, I will present results from our recent and ongoing work in understanding the perceptual nature of human peripheral vision, and its uses in improving the quality and performance of foveated rendering for virtual reality applications. I will also talk about open challenges in this area.

Patney’s talk is just one of several deep technical talks that we’re looking forward to at GTC 2017.

Register for GTC 2017

Here’s a number of others that have caught our eye so far from NASA, Oculus, Pixvana, OTOY, NVIDIA and Stanford’s Computational Imaging Lab.

NASA’s Hybrid Reality Lab: One Giant Leap for Full Dive – Matthew Noyes, NASA

This session demonstrates how NASA is using consumer VR headsets, game engine technology and NVIDIA’s GPUs to create highly immersive future astronaut training systems augmented with extremely realistic haptic feedback, sound, and additional sensory information, and how these can be used to improve the engineering workflow. Examples explored include a simulation of the ISS, where users can interact with virtual objects, handrails, and tracked physical objects while inside VR, integration of consumer VR headsets with the Active Response Gravity Offload System, and a space habitat architectural evaluation tool. Attendees will learn about how the best elements of real and virtual worlds can be combined into a hybrid reality environment with tangible engineering and scientific applications.

Light Field Rendering and Streaming for VR and AR – Jules Urbach, OTOY

Jules Urbach, Founder & CEO of OTOY will discuss OTOY’s cutting edge light field rendering toolset and platform. OTOY’s light field rendering technology allows for immersive experiences on mobile HMDs and next gen displays, ideal for VR and AR. OTOY is actively developing a groundbreaking light field rendering pipeline, including the world’s first portable 360 LightStage capture system and a cloud-based graphics platform for creating and streaming light field media for virtual reality and emerging holographic displays.

The Virtual Frontier: Computer Graphics Challenges in Virtual Reality – Morgan McGuire, NVIDIA

Video game 3D graphics are approaching cinema quality thanks to the mature platforms of massively parallel GPUs and the APIs that drive them. Consumer head-mounted virtual reality is a new domain that poses exciting new opportunities and challenges in a wide-open research area. We’ll present the leading edge of computer graphics research for VR across the field. It highlights emerging methods for reducing latency, increasing frame rate and field of view, and matching rendering to both display optics and the human visual system while maximizing image quality.

Insights From the First Year of VR – Jason Holtman, Oculus

There are a myriad of choices to make when jumping into VR development. We’ll explore how to navigate those decisions, and what the lessons from this first generation of VR content means for future titles.

Streaming 10K Video Using GPUs and the Open Projection Format – Sean Safreed, Pixvana

Pixvana has developed a cloud-based system for processing VR video that can stream up to 12K video at HD bit rates. The process is called field-of-view adaptive streaming (FOVAS). FOVAS converts equirectangular spherical format VR video into tiles on AWS in a scalable GPU cluster. Pixvana’s scalable cluster in the cloud delivers over an 80x improvement in tiling and encoding times. The output is compatible with standard streaming architectures and the projection is documented in the Open Projection Format. We’ll cover the cloud-architecture, GPU processing, Open Projection Format, and current customers using the system at scale.

Computation Focus-tunable Near-eye Displays – Nitish Padmanaban, Stanford Computational Imaging Lab

We’ll explore unprecedented display modes afforded by computational focus-tunable near-eye displays with the goal of increasing visual comfort and providing more realistic and effective visual experiences in virtual and augmented reality. Applications of VR/AR systems range from communication, entertainment, education, collaborative work, simulation, and training to telesurgery, phobia treatment, and basic vision research. In every immersive experience, the primary interface between the user and the digital world is the near-eye display. Many characteristics of near-eye displays that define the quality of an experience, such as resolution, refresh rate, contrast, and field of view, have been significantly improved over the last years. However, a pervasive source of visual discomfort prevails: the vergence-accommodation conflict (VAC). Further, natural focus cues are not supported by any existing near-eye display.


Road to VR is a proud media sponsor of GTC 2017

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London VR Dev Meetup Returns April 3rd with Holographic Streaming, New 3D Sound System, and VR Review Club

Hackney House London is the new venue for the return of the London VR Developer Sessions in partnership with the upcoming Virtual Reality Show. The tri-monthly event presents a forum for immersive content developers to meet, share, collaborate and showcase their work.

london-vr-dev-meetup

Attend the London VR Developer Meetup

The first sessions will take place on April 3rd, followed by investor/developer pitches on April 21st at the Virtual Reality Show and a Sci-Fi special VR Meetup during the SCI-FI LONDON festival. A packed schedule of activities at the April 3rd meetup will concentrate under three main themes: Focus, Create, and Play.

Focus

In the Focus branch, several speakers will discuss where virtual reality fits within EduTech. Whilst the revenue models for VR teaching aids are not obvious, the potential for improved recall and engagement is:

Ben Kidd and Ciaran O Connor, from Curiscope, will share how they are harnessing VR gaming to globally inspire curiosity and fascination for learning.

Curiscope
Curioscope

Orbulus creator Peter Maddalena will reveal VR Drop and Share. A mobile social VR based platform to be released in April, that allows teachers to easily create and share VR presentations.

Learning languages through VR is being explored by companies like Mondly and Unimersiv. Newcomer Tom Mleko will reveal Lingalo, a yet-to-be-released app that immerses the viewer in various scenarios and contexts to teach language and culture (English for now).

Danceroom_Spectroscopy
Danceroom Spectroscopy

James Sheridan from Igloo Vision, will speak and demo his work on Danceroom Spectroscopy, a digital art piece, that uses 8 kinects to interactively teach the general public about atomic and molecular physics.

Simon Davis from Unfold Stories will host two Google Expeditions classes, giving groups of 15 a chance to see firsthand how Sierra Leone beat the Ebola crisis or visit Dhaka to learn about Bangladesh’s burgeoning economy.

Create

Under the Create theme, April 3rd also marks the first VR Review Club hosted by Visualise. The highly praised Steam title Accounting for the Vive, by Crows Crows Crows, will be this meetup’s topic for discussion and for those who plan to attend, we suggest trying the game before arriving.

Faviana Vangelius, CEO and Co-Founder of SVRVIVE Studios (Stockholm-based VR games studio who created SVRVIVE: The Deus Helix) will share her seven key approaches to how to succeed in the unknown VR territory.

SVRVIVE: The Deus Helix
SVRVIVE: The Deus Helix

Mixed Immersion will present their end to end audio production services for virtual reality experiences. With a strong heritage in Hollywood and Cinematic Audio, the team have developed pioneering workflows, techniques and new formats for recording and capturing sounds & environments.

Animation company Picnic Studio will demo a trailer of Les Petits Choses (The Little Things), an immersive short film for Vive, which is a multi viewpoint story exploring third person, omniscience and synesthesia.

Play

ef-eve
EF EVE

In the Play theme, EF EVE will be conducting live holographic streaming that allows people to interact with others miles away as a point cloud generated hologram viewed through the Vive. At the event, guests will have the chance to chat with a hologram of one of their team in Lithuania.

Following a ‘lessons learnt’ talk about designing user experiences that are unique to VR, Harry Brenton from BespokeVR (you can watch a preview presentation there) will give people the chance to try Perception Neuron—the modular mocap system designed for start-ups—as a shapeshifting avatar demo. With increasing interest in AR, and companies such as Zappar having great Kickstarter success with Zapbox, Edward Miller from Scape Technologies will also talk about some of the state-of-the-art localisation technologies which will pave the way for next-generation AR content.

Shapeshifting avatar Shapeshifting avatar

Finally, Tim Joyce will open the alpha programme of Constructive Labs, a multi-user collaborative platform that promises easy construction of VR experiences within VR itself.


Road to VR is a proud media sponsor of the London VR Developer Meetup

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100+ AR/VR Companies to Gather at This Week’s SVVR 2017 Expo – Save $200

This week’s Silicon Valley VR Expo 2017 is set to bring together the core of the VR industry from Silicon Valley and beyond. As VR’s biggest industry event, this year’s event represents the most diverse group of companies from around the world ever to attend the conference.

Well known as one of the largest and most senior VR communities, SVVR has been a focal point of the growing virtual reality industry in Silicon Valley with a schedule of regular local events. Now in its fourth year, the organization’s annual Silicon Valley VR Expo is an industry-focused event for all verticals in VR, bringing together top names in VR research, engineering, development, entertainment, and enterprise services to discuss the latest trends, exhibit innovations, and showcase the future of VR.

svvr-2017-convention-centerThis week from March 29th to 31st at the San Jose Convention Center, SVVR 2017 is set to bring three days of talks, panels, and workshops with insights from leaders in VR, and a show floor featuring more than 100 exhibitors.

This year the event will have dedicated tracks covering medical VR, VR development & content creation, VR for education, WebVR, location-based VR & Vsports, and feature regional pavilions from Japan, Korea, China, and Europe.

Session Highlights: 

Road to VR Readers Save at SVVR 2017

Interested in attending or exhibiting at SVVR 2017? As a Road to VR reader you can save $200 on general admission, $50 on expo-only admission, and 20% on standard exhibitor packages using code RTOVR@SVVR2017.

Attend SVVR 2017 Exhibit at SVVR 2017


Road to VR is a proud media partner of SVVR 2017

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NVIDIA GTC VR Content Showcase to Award $30k in Cash & Prizes to Non-gaming Applications

At NVIDIA’s upcoming GTC 2017 conference on May 8-11, the company plans to award $30,000 in cash and prizes to the winners of the VR Content Showcase which is seeking companies focusing on content other than gaming which is using or plans to use Nvidia GPU technology like GameWorks, DesignWorks or VRWorks. Submissions close on March 15th.

Nvidia’s annual GTC conference will be held May 8-11 this year in San Jose, California. Once again the company is hosting a VR Content Showcase where developers stand to take home $30,000 in cash and prizes. The company is seeking 10 teams to participate in the showcase, all of which will get space on the show floor to exhibit during GTC and will also make a presentation to a panel of judges at the VR Content Showcase for consideration to win the prizes offered.

The company is specifically looking for startups that have raised no more than $5 million in capital, and those who are developing non-gaming applications, including but not limited to “science, technology, education, art and medicine,” according to the GTC 2017 VR Content Showcase submission page. Though it’s called the VR Content Showcase, Nvidia is also leaving the door open for submissions from companies developing AR applications in the same fields.

According to the submission page, “applications must be currently using or have plans to integrate GPU technology such as GameWorks, DesignWorks or VRWorks,” and also “must run using an AR or VR headset attached to a PC or workstation with an NVIDIA GPU.”

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NVIDIA PhysX Demo Shows Rigid Body Physics Interactions on a Massive Scale

Applications close next week on March 15th; head over to the GTC 2017 VR Content Showcase Submission page to submit your work for consideration.

Among topics like deep learning & artificial intelligence, self-driving cars, computer vision, and more, GTC 2017 will highlight VR and AR with a dedicated track containing sessions and exhibitors on the event’s show floor.


Road to VR is a proud media sponsor of GTC 2017

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Oculus Story Studio’s ‘Talking With Ghosts’ Takes You Inside a Comic, Debuts at Tribeca

The latest project from VR film specialists Oculus Story Studio. Talking with Ghosts, is a collection of four animated stories, each illustrated and brought to live in virtual reality, designed to bring you into an immersive comic book world.

Oculus Story Studio’s continue their exploration of illustrative VR film when their latest collaborative project debuts at this years Tribeca Film Festival on April 21st.

Talking with Ghosts is a collection of four illustrative VR films, each created by a different artist, each created within VR and each inspired by OSS’ collective love of comic books. Although each film adopt a different stylistic approach, each of them aim to take the viewer “inside the pages of a comic”. The breakdown of the four films is as follows:

  • Fairground by Sophia Foster-Dimino—Two childhood friends revisit an old fairground where their divergent interpretations of their past and future collide.
  • The Neighborhood by Roman Muradov—A ghost’s tale of his relationships with the house’s tenants from the beginning of time until the end of the universe.
  • The Reservoir by Ric Carrasquillo—A couple’s relationship drama unfolds as they play the most surreal game of mini golf you’ve ever seen.
  • Tattoo Warrior by Maria Yi—An epic story of war and love told entirely through a 3D tattoo ribbon.

Talking with Ghosts is the next step in Story Studio’s exploration of a medium they arguably created. OSS first created VR art package Quill, then they commissioned Dear Angelica, an illustrative made-in-VR film directed by former Pixar artist Saschka Unseld and painted artist Wesley Allsbrook – entirely using Quill, entirely within VR.

Dear Angelica and Quill not only led to an intriguing new form of filmmaking, it enabled Story Studio to realise a way to make creating immersive VR films much more intuitive and accessible. As the OSS team put it in a new blog post:

We believe the best way to make a VR experience is inside VR, unencumbered by the tools of the past, and we’re excited to share the latest results at Tribeca to help inspire other artists.

We’re still in the early stages of made-in-VR illustrative storytelling. We can’t wait to see what the VR filmmaking community does with Quill in the coming years.

After the new film’s debut at Tribeca, as with every other Oculus Story Studio production, it’ll make its way onto the Oculus Store later in the year.

SEE ALSO
'Dear Angelica', Oculus Story Studio's Latest VR Film, is Out Now for Free

The post Oculus Story Studio’s ‘Talking With Ghosts’ Takes You Inside a Comic, Debuts at Tribeca appeared first on Road to VR.

‘AR/VR Austin’ 2017 to Explore Political Climate & its Impact on the VR/AR Industry

AR/VR Austin returns for its third successive year, presenting a mini-conference named ‘Alternative Realities’. Taking place as an unofficial event during the SXSW 2017 festival on March 11th, this year’s event will question the impact of social and political change on the AR/VR industry.

Following last year’s celebration of technology innovation, the AR/VR Austin event returns on March 11th with a totally different tone; discussing the implications of the changing social and political climate on these new technologies. The event will include cutting-edge demonstrations, but the focal point is a ‘serious gathering of the best minds in austin-vr-2016AR/VR/social thought’ taking a deep dive into ‘resistance, privacy, analytics, deception and surveillance’.

Founder Simon Solotko believes that rapid political change will impact AR/VR, and has invited several industry experts and special guests to offer their insights across three sessions during the evening: ‘Resistance & Organization Intersect Surveillance’, ‘Synthetic Worlds Intersect Real Minds’, and ‘Constructing Groundbreaking Experiences in the New Republic’.

The Alternative Realities mini-conference is an unofficial event taking place during this year’s South By Southwest festival in Austin, Texas, which itself includes 45 AR and VR panels, sessions, and workshops scheduled between the 10th and 16th March, including some with similar agendas.

Tickets for AR/VR Austin 2017 are available via Eventbrite.

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