IMAX Investing $50 Million to Create “Premium” VR content

IMAX has announced it’s raised $50m in order to create new “premium” experiences for use at its VR centres which the company have begun rolling out around the world.

By the end of 2016, IMAX VR centres should be up and running in six locations around the world, with the first two nearing completion in Los Angeles and Manchester (England). The aim is to provide a higher quality VR experience than what can be achieved at home, and to produce and deliver unique VR content for these centres.

Part of this strategy is the collaboration with Starbreeze, a Swedish game development studio who are in the process of creating a high-end VR headset called StarVR; a device that will become a key element of IMAX VR’s experience. While VR headsets such as the HTC Vive and Oculus Rift are capable of delivering IMAX-like visuals in terms of scale and immersion, the StarVR headset’s significantly wider field of view (210 degrees vs 100 degrees) and higher resolution (5120×1440 vs 2160×1200) is certainly more worthy of being associated with the IMAX brand.

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First 'StarVR' 210 Degree FOV Headsets Have Shipped to IMAX

But a great headset is worthless without great content, and today, IMAX confirmed the completion of the first phase of a $50 million virtual reality fund, with investors including Acer, CAA, China Media Capital, Enlight Media, The Raine Group, Studio City and WPP. The aim is to create at least 25 new interactive experiences over the next 3 years – “a new level of premium, high-quality content for use throughout the VR ecosystem,” according to IMAX Corp. CEO Richard L. Gelfond. “We will be leveraging our collective relationships with world-class filmmakers and content creators to fund VR experiences that excite and attract a larger user base to capitalize on opportunities across all VR platforms including IMAX VR.”

We can expect the content to be largely associated with existing movie franchises from their Hollywood and film industry partners, as well as gaming publishers and other leading content developers, with each experience lasting between 5 and 15 minutes. As customers already pay a premium for the IMAX movie experience, IMAX VR will need to deliver something equally far ahead of the curve if they are to charge a similar premium, and Starbreeze CEO Bo Andersson Klint hopes to be ‘five years ahead’ of home VR, which could indeed justify the effort and expense.

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CTO on Future of the StarVR Headset: Roomscale Tracking, Input, Eye-tracking, and More

But the most interesting part of the announcement is that IMAX are looking beyond the cinema and want to deliver on all VR headsets. It is essential for IMAX to remain relevant as we enter a brave new world of fully-immersive entertainment, and embracing VR, both in terms of offering unique experiences at traditional IMAX venues and attaching their brand to quality VR content accessible on any headset, seems like a sensible approach.

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The Art of Dying VR/AR Art Show

Kelly-VicarsOn October 28-31, there was a virtual & augmented reality art show in San Francisco called “The Art of Dying.” It featured 15 VR experiences and another dozen artists exploring death and grieving using immersive technologies. The show was produced by Kelly Vicars & Lindsay Saunders with the intention of promoting VR and AR as new art mediums that deserve to be seen within the context of an art gallery setting. They created immersive physical installations for each VR experience to help create an environment where participants could have difficult conversations about death and dying inspired a series of shared virtual and augmented reality experiences.

Lindsay-SaundersSo today’s podcast episode is a unique combination of covering The Art of Dying show with an interview with Kelly and Lindsay, but it’s also an opportunity to speak to my experience as an artist with a piece in the show. Kelly and Lindsay share their process of producing The Art of Dying as well as some of their observations in the types of conversations and reactions that were catalyzed by the VR experiences.

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I attended the show both as a journalist and VR enthusiast interested in having all of the experiences, but also as an artist with a VR experience within the show. I co-wrote & produced Crossover in the the Spring of 2015, and it’s an narrative story based upon my experience of losing my wife and father to suicide. I created a virtual reality grief ritual in order to explore how the affordances of VR could be used in my process of healing.

Death is already a difficult topic to talk about, and going through a suicide is an extra burden that has a lot of cultural taboos associated with it. I wanted to use VR as a medium to break those taboos because I felt that VR offered a certain amount of intimacy and emotional presence to explore difficult topics. Just as some difficult conversations need to happen face-to-face, there are some stories that just work better within VR because it cultivates an intimate face-to-face context that allows deeper topics to be explored.

Other topics covered in other VR experiences in the show included floating down the River Styx and transitioning from Earth into the Underworld, a VR conceptualization of going through bardo states explained in the Tibetan Book of the Dead, an immersive Tiltbrush world featuring a ceremonial ritual temple inspired by Mayan culture, and a series of experiences that were abstracted representations of different bardo states. A full list of all of the experiences is down below.

Here’s a 360 video of my Crossover experience that was featured in The Art of Dying:

Here is a list of artists participating in The Art of Dying show.

Virtual reality (VR)

  • Transition by Mike von Rootz & Joost Jordens
  • Ceremony for the Dead Tilt Brush scapes by Sutu Eats Flies
  • SoundSelf by Robin Arnott
  • Pearl by Google Spotlight Stories Lab
  • Das Is by Chelley Sherman
  • Bardo Thogul by John Benton & team
  • VR scene from ‘That Dragon, Cancer’ by Ryan Larson & Adam Green
  • Crossover by Kent Bye
  • Imago by Chuck Tsung-Han Lee
  • Red Patterns by Ando Shah & Pierre Friquet
  • Zen Parade by ShapeSpace VR
  • Round Round by Aimée Schaefer, Shir David, Kendra Leach & Shaffira Ali
  • Float by Kate Parsons
  • Death is Only the Beginning by Jose Montemayor, Bec Abdy & Olivia Skalkos
  • Recursion by Erica Layton

Augmented Reality (AR):

  • AR art by Zenka, Carla Gannis, Stefanie Atkinson, and Lauren Carly Shaw
  • AR installation by ecco screen

Mixed Reality (MR):

  • Holoshatter by Yosun and staRpauSe
  • Grasp, an AR installation by Tucker Heaton & Toshi Hoo
  • Hologram by Claudia Bicen

Interactive art:

  • New interactive installations by Marpi & ecco screen
  • ‘Fear,’ a sound installation by Anna Landa
  • Stefanie Atkinson, Timothy Surya Das & Kerry Boyatt
  • Sound installatin by Nick Shelton, Devon Meyers & Kelly Vicars with original music by Alex Stickels

Art:

  • Art by Bay Area artists Kevin Balcora, Victor Castro, & Kelly Vicars
  • Sculptures by Stuart Mason, Upload VR
  • Installations by Eric Cole, Liisa Laukkanen & Kelly Vicars

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Blade Runner Sequel to Release October 2017 in VR via Oculus

The long rumoured sequel to Ridley Scott’s 1982 cult sci-fi classic Blade Runner is coming soon and it’s coming to virtual reality via Oculus.

There’s a good chance if you’re reading this, you’re pretty familiar with Ridley Scott’s adaptation of Philip K Dick’s novel Do Androids Dream of Electric Sheep Blade Runner, starring Harrison Ford. The movie, received somewhat coldly by critics and audiences on its release in 1982, has since become a revered classic of the genre and fans of the film have longed for a sequel ever since.

Now, not only has the follow up been officially confirmed as ‘happening’, the new film, entitled Blade Runner 2049, will show up in October next year and it’s being produced for virtual reality too!

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There’s not much detailed information out there right now, but according to Ars Technica, Harrison Ford will reprise his role as gruff ‘Blade Runner’ (special detectives, dedicated to hunting down and eliminating rogue androids known as ‘replicants’) Deckard, with new blood being injected in the shape of Ryan Reynolds. Disappointingly, Ridley Scott will not be at the helm of the new film, with Director Denis Villeneuve – who brought us the incredible thriller Sicario last year – is stepping in to bring the film to life. Further good news is that the original writer (although, Blade Runner geeks will know there’s some contention on that front) Hampton Fancher returns to pen the sequel.

As for the virtual reality aspect, it’s unclear exactly how that will play out. All we know right now is that the film will debut both in theatres and via Oculus’ VR platforms, which may mean both Rift and Samsung Gear VR, and that Oculus will release more details later on.

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It’s an interesting move on the part of the filmmakers, and perhaps a risky one too. However, if they were intentionally picking a movie that would appeal to VR enthusiasts around the globe, this is probably one of the better picks.

Feature image courtesy Alcon Entertainment and Warner Bros via Ars Technica

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Spherica’s Stabilization Technology Used in HBO’s ‘Westworld’ VR Experience

Alina-MikhalevaHBO premiered a VR experience for their new Westworld series at TechCrunch Disrupt, and they used Spherica’s camera stabilization technology in order to pull off an extended live-action tracking shot in VR. Common advice given to new VR filmmakers is to not even try to attempt to move the camera since any shaking or sudden unexpected movements can be a motion sickness trigger. But Spherica has been able to create stabilization platform using a GoPro mount and remote-controlled rover that is able to comfortably move a VR camera through a tracking shot.

I had a chance to catch up with Spherica’s CEO Nikolay Malukhin and managing partner Alina Mikhaleva at TechCrunch Disrupt where we talked about their rover, drone, and cable camera stabilization solutions, collaborating with HBO on the Westworld VR experience, scaling up their rig to Black Magic and eventually RED Epic cameras, and some of their upcoming content and hardware projects including a first-person perspective helmet mount.

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You can watch a high-res demo of their Spherica technology in this Immersive Combat demo for the Gear VR, or watch it on YouTube here:

The marketing agency Campfire was responsible for designing the physical Westworld booth experience at TechCrunch Disrupt, which created the feeling that Delos was a real travel agency. The actors running the booth were telling attendees that they were showing a virtual reality experience that featured one of their destinations, and so I didn’t have any idea that what I was about to see was really an immersive advertisement taking me into the surreal and dystopian world of a new HBO series starting on October 2nd.

Here’s some photos of the booth and the travel brochure they were handing out:


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Music: Fatality & Summer Trip

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Preview: Jon Favreau’s ‘Gnomes and Goblins’ Sparks the Imagination and Demands Your Curiosity

Gnomes & Goblins is a real-time interactive experience currently in development by VR production company Wevr and created by film director Jon Favreau, an industry professional known for his work on films such as the Iron Man franchise, Chef (2014) and The Jungle Book (2016). Releasing yesterday on Steam for the HTC Vive, I curiously popped my head into the fantasy realm and was immediately entranced by the solidity of the world set in front of me.

Spoiler Alert: This preview will likely ruin some of the magic of playing through the 5-minute experience for the first time. It’s highly suggested if you own a Vive, that you download it here and play it once through before reading.

Entering the main menu, you’re confronted with a lone sign post. There are no instructions, no helpful voices to tell you where to go or what to do, only a lit candle sitting atop a tree stump and a number of unlit candles appended to the various directions. It’s simple, clever things like this that spark something deeper inside you, that drive you to look, touch and experiment with the world of Gnomes & Goblins.

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Lighting the ‘Goblin’ signpost with my candle (‘Gnomes’ was unavailable in this build), I was instantly transported to an enchanted forest filled with tiny rope bridges and homes carved into the trunks of living trees, all cast in an autumnal hue like some sort of beautiful dream. Fireflies buzzed as I playfully opened window sills to peak into the little village’s various homes, and even stuck my giant head down into a hollowed out tree trunk to find an archetypal medieval pub with beer flagons and wooden barrels.

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Since locomotion is 1:1, meaning you have to actually walk around to move in the space, the experience is only so large, but the density of the village diorama and interactive items like acorns and apricots that you can pick from the trees had me exploring and playing around for a while before a certain rustling near my feet piqued my interest.

Wide-eyed little goblins peaked out of doors, ran on the tiny suspension bridges, and scurried around my feet. A curious little goblin inched closer to me as I beckoned him with an acorn in hand to lure him in. Snatching it from my grasp, he ran away behind the hollow stump, lurking back at me distrustfully and following me with his big, orb-like eyes.

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Deciding that I could be trusted not to smash up their village (they are less likely to approach if you make sudden movements), another goblin wandered out of a tunnel at the base of one of the tree homes, toting a brass bell—giant for him, but normal-sized for me—and placed it at my feet.

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See Also: Oculus’ ‘Henry’ Becomes the First VR Film to Win an Emmy

No words were exchanged between us, me and the goblin as he plopped down at the base of the tree, expectantly waiting for me to pick up the bell.

Grasping it, I started swinging it slowly like an old timey town crier as each ring of the bell awakened the a swath of different-colored fireflies around me. The more it rang, the more fireflies obscured my vision until the whole world was glowing in an ethereal light. My vision returned, I looked up to see that I was now the size of a goblin, standing in the center of the village.

With the bell still in hand, I rang it again to find that I could tour the village from the inside to see goblins drinking, sleeping, and staring at me with their large, expectant eyes.

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And that, sadly, was the end. It’s a world I desperately didn’t want to leave, although according to director Jon Favreau “[e]ven in this limited preview experience, I wanted it to be very rich. Where you felt like every time you went back into it you felt like you could find more.”

‘Gnomes & Goblins’ Preview on Steam (HTC Vive)

According to Wevr and production partner Reality One, there is much more in store for the goblin’s fantasy world.

“As we look ahead to building out the full scope of the experience, we are engaging Doug Church, a veteran game designer and interactive story pioneer, to flesh out the game systems and design the interactions and activities – increase player agency and the range of possibilities you will be able to experience in this expanded world. We are already down the path of designing the expanded Gnomes & Goblins universe.”

No release date has been established yet for Gnomes & Goblins, but we’ll be following it closely.

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Jon Favreau’s ‘Gnomes & Goblins’ is Out for HTC Vive Now

Veteran Director of Iron Man, Chef and more recently The Jungle Book, Jon Favreau has created a brand new project entitled ‘Gnomes & Goblins’, a realtime VR experience set in a magical fantasy world. And it’s out right now.

In collaboration with Reality One and Wevr, Jon Favreau’s first exploration of VR as a narrative platform is Gnomes & Goblins, an interactive VR experience that takes you through a fantastical world where you get to meet, and get to know, well, some Goblins (and possibly some Gnomes).

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As promised a preview version of this new VR experience, which is appearing exclusively for the HTC Vive system on Steam, is out right now for free. You can grab it right here. And you can read more about the new experience here.

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Oculus’ ‘Henry’ Becomes the First VR Film to Win an Emmy

Oculus Story Studios’ Henry, the tale of a lovable, hard to hug hedgehog and his search for friendship, has walked away with the first ever Emmy awarded to a virtual reality film.

I wrote recently that the traditional motion picture entertainment industry seemed to be gravitating towards immersive media, keen to explore creative and financial possibilities, and now one of the earliest VR films has itself become recognised by that industry, awarded as “Outstanding Original Interactive Program.”

If you own an Oculus Rift consumer headset, it’s unlikely you’ll have missed Henry, the first film made specifically for virtual reality to come out of Oculus Story Studios – itself set up to explore the creative possibilities VR might afford. It’s the story of the titular hedgehog with a desperate desire for friendship, but whose less than cuddly exterior foils his attempts to do so.

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Henry’s a delightful experience, channelling as it does the charm present in many of Pixar’s trailblazing CG animated features, but the film also represents a milestone in the world of VR entertainment. Henry represents an early attempt at both extending and in some cases completely re-inventing the language of linear visual storytelling, inherited TV and movies to cope with, and take advantage of, the ‘look anywhere’ challenges virtual reality presents. This is something that the OSS team explored in depth in their presentation at last year’s Oculus Connect conference. You can watch it below, and it’s highly recommended to anyone with even a passing interest in the subject.

So, after all of that pioneering work, predictably, the Oculus Story Studio team are over the moon. “When we set out to make Henry, it was a step into the unknown world of making an emotional VR movie,” says Ramiro Lopez Dau, director of Henry, “While we didn’t know what the outcome was going to be, we were excited about the possibilities. We never anticipated that one of our first projects would be given such a distinction and this recognition is not only a testament to our team’s creative and technical achievements, but also a validation for the VR storytelling community as a whole. While Henry is just one step in the long journey ahead, we hope this moment inspires storytellers to bring their ideas to this new medium and help shape the future of VR storytelling.”

Oculus Story Studios is continuing on it’s experimental journey into VR film-making. It’s already released LOST, and will soon release Dear Angelica, a VR film previewed at this year’s Sundance Film Festival and with an altogether different feel to Henry.

Here’s hoping Henry‘s Emmy win inspires more of those Hollywood executives and creatives to seek out and invest in virtual reality as a narrative platform. In the mean time, Henry is available on the Oculus Store for free.

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‘Iron Man’ Director Jon Favreau’s First VR Project ‘Gnomes & Goblins’ Looks Delightful

Veteran Director of Iron Man, Chef and more recently The Jungle Book, Jon Favreau has now teamed up with veteran VR production house WEVR on a brand new project entitled ‘Gnomes & Goblins’, a realtime VR experience set in a magical fantasy world.

The interest from Hollywood and its key players in immersive technologies seems to be growing apace, with studios and creatives keen to explore the artistic and, of course, financial potential of VR.

The latest convert to virtual reality is Jon Favreau, a Writer, Director, Producer and Actor you will almost certainly have encountered – unless you happen to have sworn yourself off all motion picture based entertainment for the last 20 years. He’s best known for his Directorial duties on films like Iron Man (2008) and The Jungle Book (2016), but you may have encountered his front-of-camera skills in many films from Hoffa (1992) to Chef (2014 – a movie he also wrote, directed and produced). Favreau is one of those sickeningly talented people then, and now he’s turning his attention to VR.

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Favreau’s first project in virtual reality is a new collaboration with Wevr, developers of the enchanting underwater experience theBlu and Reality One. It’s described as an “opportunity to explore an enchanted VR world,” seemingly created by Favreau where you get to meet and “developer a personal relationship” with the worlds characters. Favreau says that he didn’t want the project to be a “passive cinematic experience where people just sit and enjoy it like a ride,” and importantly “where you have the opportunity to explore the same feelings you get while lucid dreaming.”

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Gnomes & Goblins is formed from ideas that Favreau had been toying with already, but it was Wevr’s theBlu as demo’d on the HTC Vive which showed him that VR was the right medium to do the project justice. “I went over to Wevr and tried out theBlu on the Vive. Presence was the most interesting phenomenon when I experienced it for the first time,” says Favreau, ” Knowing that you are seeing something artificial and yet your brain is fooled into believing that it’s real.” As Favreau was looking for an independent collaborator with a “lab feel”, the partnership with Wevr was born.

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If all of this sounds mighty intriguing, you won’t have to wait much longer to see what Favreau and Wevr have been working on for the last year. Gnomes & Goblins is set to appear via Wevr Transport, Steam and Viveport on September 8th in preview form, so you’ll be able to step into the world for yourself next week.

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