The Virtual Arena: Amusements VR Obsession Continues – Part 1

The application of XR into the attraction and amusement landscape is covered by industry specialist Kevin Williams. His latest Virtual Arena column provides two-part coverage of America’s largest amusement trade event, charting the leading immersive trends.

AAMA
Image credit: KWP

It would be difficult to hide the shock that some in the media have had towards the explosion in interest for out-of-home amusement and entertainment, following the arduous global lockdown. Where some had written that the restaurant, cinema, and amusement industries would never survive – in the shadow of the global health crisis. But the customer has again proven popular media wrong – and has jumped at the ability to socialize and enjoy entertainment post calamity. Mirroring the 1918 pandemic, many observers now expect a “New Roaring ‘20’s” atmosphere to grip the market.

The American Amusement Machine Association (AAMA) and sister organizations held in Las Vegas during March, the 2022 Amusement Expo International (AEI), gathering all things amusement and entertainment to bask in the return to physical show events, but also the newfound excitement in the business – and one of the trends that was defined in this excitement was VR.

Virtual Reality

We have reported from the last London amusement trade event on developments seen there, and we can see that they have gathered pace since January with many new developments and trends in evidence on the Las Vegas show floor. The leading trend was the continuation in investment in “Self Service VR Kiosks” – these systems offer an amusement-like operator’s dynamic, but still embrace the interest in VR entertainment.

We had reported on the launch of the VRsenal ‘V2’ Standalone VR Kiosks previously. The game was shown for the first time for most US operators at AEI, supported by the latest game content, including Vader Immortal – Lightsaber Dojo (licensed from ILMxLab). And new titles Rhythmatic (developed by Blackwall Lab), and VR shooter Space Pirate Trainer (developed by I-Illusions, through Vertigo Games). The ‘V2’ uses a rugged HTC Vive headset in a special retractable harness mounted into the eye-catching kiosk.

AAMA - VRsenal titles
Latest selection of titles on the V2. Image credit: KWP

Creative Works booth also showed a ‘V2’ platform, but this one was populated with content developed by VRstudios. The new ‘Fury’ platform was running the two-player basketball skill game Hoops Madness. The immersive hoops game had the player trying out their game in virtual reality, developed to support an extensive tournament element that will create league-based competition supported by online apps. This is the first of a series of sports-based VR games aimed at creating thrilling competition from VRstudios.

AAMA - Hoops Madness
Getting to grips with the Hoops Madness VR game. Image credit: KWP

A newcomer to the Western market that launched at AEI was VAR Live with their ‘VAR Box’ VR kiosk system. The company has had strong success with the system in the Asian market. The ‘VAR Box’ currently using an Oculus Rift headset (though the company is planning on rolling out a new headset soon). The player wielding a gun interface incorporating their controller, taking part in several shooting experiences. These games are linked to a dedicated tournament infrastructure, which has eSport support and looks to apply the same model in the West.

AAMA - VAR Box
Shooting action with the VAR Box. Image credit: KWP

Also, on display in this category, exhibitor Benchmark Games International, working in partnership with BoxBlaster had developed ‘VR X-perience’ – a VR kiosk with a popular kid-based VR game called ‘Gold and Mace’, offering one of the first ticket-redemption VR pieces. We had already reported on the launch of the SEGA Amusements International (SAI), ‘VR Agent’ platform – the upright VR kiosk that incorporated the VR headset into the body of the players gun to create an immersive shooting experience that did not need cumbersome headbands, that was seen by the US trade at the show, for many for the first time.

We have also charted in the trade the explosion in “VR Ride Systems” – two-rider, motion seat machines such as the Virtual Rabbids (LAI Games), STORM (TRIOTECH), or King Kong of Skull Island (Raw Thrills), along with at AEI, Chinese examples from company 360action! using Deepoon E3 VR headsets.  But the technology had gathered pace and a new entrant to this category was revealed to the amusement trade.

AAMA - VR Ride Systems
The VR ride experience from 360 action! Image credit: KWP

Creative Works on their crowded AEI booth showed SpongeBob VR a licensed property, developed in partnership with MajorMeg. The game has two players taking the rolls of SpongeBob and his best friend Patrick Star in a wacky racing game. The motion-base cabinet, using tethered HTC Vive headsets, has the driver using his body movements to steer their jalopy, while the player at the rear launches Krabby Patties at customers lining the course, to score points. Building on the VR ride experience, but with a strong game element to generate repeat play.

SpongeBob VR
Fast two-player action on SpongeBob VR. Image credit: KWP

The ability to offer a unique physical element within the immersive experience differentiates Out-of-Home VR gaming from consumer applications, and AEI had examples of the latest “VR Motion-Platform” products. Barron Games represented the ‘Birdly’ flying VR experience from Somniacs. Players lay on the special motion platform, moving their arms to steer their flight through the virtual world. With experiences such as ‘Wingsuit’ and the virtual bird simulator ‘Cities WeR’.

The ability to totally immerse the player within the virtual world was given a new spin at the show with the launch of the production prototype of the EnterIdeas, gyro-motion ‘AT360’ platform. An enclosure single seat simulator that spins the player through a 360’ motion envelope, offering a thrilling ride experience. The company has developed the unusual DogeCoaster, a VR crypto meme-based ride. Just starting the process of placing the attraction at venues in the US.

AAMA - AT360
Going for a spin in the AT360. Image credit: KWP

This concludes the first part of our coverage of the 2022 American Amusement trade extravaganza. The second part will follow shortly covering the other VR and MR trends making their mark on the scene.

The Virtual Arena: Amusements’ XR Focus

The leading UK amusement and entertainment trade event holds many XR secrets, industry specialist Kevin Williams, in his latest Virtual Arena column – looks at the trends shaping an industry that is gaining ground after a period of lockdown.

The Out-of-Home (OOH) entertainment scene has a wide array of weapons at its disposal. Be it Virtual Reality (VR), Augmented Reality (AR), Projection mapped immersive enclosures, being Mixed Reality (MR) – all under the general umbrella term of Extreme Reality (XR). All covered by the parapluie of these applications were on show with the return of the physical exhibition format at Entertainment Attraction & Gaming Expo 2022 Expo (EAG). An event dedicated to the best in amusement, entertainment, and leisure developments for the trade, held in London.

EAG London
Image credit: KWP

Virtual Reality

First off, the return to a physical trade event allowed many of the trade buyers to get their hands on the latest VR offerings from the international market launched last year – and making UK landfall for the first time.

One of the major trends shaping the amusement adoption of VR is the ability to offer a self-service, standalone kiosk. The obvious savings in not having to constantly man the game system, as well as a level of automation to the VR experience have proven a draw.

The VRsenal ‘V2’ is the latest incarnation of this approach. The company building on their previous VR Kiosk system, have now created a two-player standalone platform, supporting an automated controller and headset retraction system after each use.

VRsenal Kiosk
VRsenal Kiosk. Image credit: KWP

Content is king in the land of immersive entertainment and the ‘V2’ hoped to bank on its available games. The system offers the chance for players to try Vader Immortal – Lightsaber Dojo: A Star Wars VR Experience. A specially commissioned version of the Star Wars property developed by ILMxLAB for the amusement scene.

Also available on the platform, is a special VR arcade version of Rhythmatics – offering a highly active VR music game – and Pirate Trainer; bringing full-on blasting action. The ‘V2’ is sold under special agreement in the UK and Europe through BANDAI NAMCO Amusement Europe (BNAE). The system uses a converted HTC Vive headset and controllers.

Another automated VR kiosk with a unique presentation was ‘VR Agent’. Developed in collaboration between Chinese studio 3MindWave, and SEGA Amusement International (SAI). The platform is a unique approach to immersive gaming – with the player viewing the virtual environment through the headset mounted to the weapon they are wielding. This alleviates the need for players to wear a cumbersome headset.

3MindWave VR Agent
3MindWave’s VR Agent. Image credit: KWP

On the SAI booth, the kiosk-style amusement platform also incorporates a headset retraction system. Offering a pure shooting game experience, reminiscent of Virtua Cop – the player traversing an office block populated with robotic enemies. This new approach to immersive gaming proved compelling. The platform uses a cutdown 3Glasses VR headset.

Returning to the BANDAI NAMCO Amusement Europe (BNAE) show booth, two examples of the other trend in VR amusement were on show. The deployment of what has been called VR Ride Systems – a genre of two-rider player systems with motion seats and special effects, have found popularity with operators.

On display was King Kong: Of Skull Island (developed by Raw Thrills) – which has two players using their hands to complete activities, while racing on the back of a jeep through the home island of the giant beast, avoiding monsters and obstacles.

King Kong of Skull Island
King Kong: Of Skull Island. Image credit: KWP

Also, on the BNAE booth was STORM (developed by TRIOTECH) – which also had two players sitting on special motion seats, waving their hands to collect points and gain a high score as they traversed a world of confectionary, in the latest game on the platform, called Sugary Slope.

Storm - TrioTech
TrioTech’s Storm. Image credit: KWP

While the Raw Thrills platform uses the HP G2 headset, the TRIOTECH system used the HTC Vive Pro. Though both platforms incorporated the UltraLeap motion tracking system to represent the players’ hands in the game. Along with wind and motion effects to add to the experience.

Though not on the show floor, a new VR attraction developed by Frontgrid was just being rolled out in Qatar. The ParadropVR: Pod system is a compact virtual reality paragliding experience, based on the older brother platform. This new version of the system comprises exhilarating motion, rising, and lowering the virtual flyer as they soar through the landscape, collecting points in competition.

ParadropVR - EAG
Image credit: KWP

It is the application of physical effects to the virtual experience that single outs many of the successful VR amusement and attraction platforms. Far more people have experienced VR over the years through amusement and attractions, accelerating the development of new systems in the field. While EAG exhibitor Harry Levy offers examples of the latest Chinese VR motion-ride film systems that provide a passive VR experience.

Harry Levy Motionride system
Image credit: KWP

Mixed Reality

Beyond the traditional VR experiences, the Out-of-Home entertainment sector has embraced the other elements of immersive entertainment through MR applications. EAG exhibitor Sports Simulations had their active entertainment enclosure, using a large projected screen and object tracking. This offers a virtual sports simulator and even includes a bowling game.

Sports Simulations
Sports Simulations. Image credit: KWP

Another immersive projection system presented was from Interactive 365, with their ‘Augmented Reality Air Hockey’ system. Using the latest object tracking technology and short throw projector, the company has taken the traditional amusement and given a major new twist. The platform offers different styles of mini-game incorporated into the air hockey action.

AR Air Hockey - Interactive365
AR Air Hockey by Interactive 365. Image credit: KWP

Concerning the wider immersive entertainment scene beyond EAG, drawing on all the elements and technologies of XR, the London scene has seen a growth in investment in Immersive Live Experiences. Away from just the MR hardware, these new “Immersive Theater” experiences are popping up across London offering high-profile IP, with immersive technology elements in puzzle solving, and presentation.

Most recently we have seen popup experiences including Tomb Raider, and Money Heist from Netflix. There is also a brand new Gun Powder Plot experience in development by Layered Reality that will incorporate new XR elements; the same team that developed the War of The World’s immersive experience. Expect a full report in the coming weeks.

Space Pirate Trainer & Rhythmatic Are Coming to VRsenal’s Next-Gen Arcade Platform

Location-based entertainment (LBE) has really begun to bounce back in 2021, with VRFocus’ regular The Virtual Arena feature highlighting all the work that’s been achieved. One specialist in the space is VRsenal, which makes unmanned virtual reality (VR) arcade units such as Lightsaber Dojo: A Star Wars VR Experience in collaboration with ILMxLAB and Nomadic. With the IAAPA Orlando Expo taking place this week, VRsenal has revealed.

Rhythmatic comes from British VR developer Blackwall Labs, who actually launched the multiplayer rhythm-action title back in 2020, allowing up to 6 players to compete against one another. The collaboration between both companies will see Rhythmatic released as a two-player experience on VRsenal’s new V2 hardware platform. Just like its predecessor, this new setup won’t require an arcade operator to function in a family entertainment centre (FEC).

However, the platform allows up to four cabinets to be linked together for 8 player sessions, really emphasising the competitive, multiplayer gameplay of Rythmatic.

“As a long-time fan of the rhythm game genre, it has been a dream of mine to bring a cutting edge, multiplayer, music-based experience to virtual reality,” said Sam Perrin, director of Blackwall Labs. “That we’ve been able to partner with a market leader like VRsenal to bring Rhythmatic to the FEC space as a fully unattended, multiplayer attraction is the icing on the cake.”

As for Space Pirate Trainer, this single-player shooter will be available in all its drone destroying glory, with two players able to enjoy the wave-based gameplay at the same time.

“Everybody remembers Galaga, but Space Pirate Trainer lets you climb inside a game like that and take personal control of the avatar,” said John Coleman, Vertigo Games’ CFO and Business Development Lead. “With approachable gameplay that also offers veteran players a wide range of options, Space Pirate Trainer is ideally suited for the arcade space.”

VRsenal will be showcasing its new V2 hardware platform during the IAAPA Orlando Expo this week using Rhythmatic – which will also be a launch title for the new hardware.

“Operators now have an option to create a high-throughput, affordable attraction with full-body AAA VR content, and never have to worry about staffing the game,” Ben Davenport, VRsenal CEO adds. “This is a very hard thing to pull off in VR.”

As LBE VR continues to gain ground, VRFocus will keep you updated.

The Virtual Arena: The Changing VR Out-of-Home Landscape – Part 1

The Virtual Arena

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams reports on the last major amusement trade convention of the pre-pandemic international scene. In this first part, information on the trends that were establishing themselves, and the key developments making this market so important for the technology.

With the global business sector in near lockdown due to the international health crisis, many observers are turning their gaze to how much the business scene will have to change in the post-pandemic landscape. The speculation of the employment of the latest virtual reality (VR) technology to drive a new investment in training and entertainment has been discussed – especially seeing the importance that this technology has had with a populace in self-isolation. The possibilities of what the commercial entertainment sector will look like once the facilities re-open, has also been considered.

Amusement Expo International
Image credit: KWP

Only a matter of weeks before the chaos of the pandemic, and resulting lockdown that has seen all entertainment, cinema and leisure amusement venues temporarily closed; and the American amusement trade held their influential trade convention – Amusement Expo International (AEI) in the heart of New Orleans. On show were pivotal new developments in VR deployment for immersive Out-of-Home Entertainment. This gave a glimpse at the trends being followed, but now reveal what the post-pandemic landscape will be working with when the entertainment scene re-emerges in the West from slumber.

The application of VR tech into the commercial entertainment scene has been split into key categories, and all examples were on show at AEI – offering an excellent opportunity to explore the popularity and audience appeal. First off, we have seen the emergence of the “VR Amusement” category – best described as the adaption of VR technology into the established platform of video amusement hardware, adapting many of the characteristics into a reliable VR platform.

At the show, the amusement distributor and developer UNIS Technology presented its new VR amusement piece ‘Ultra Moto VR’. A two-player “ride-on” motorbike racer on a motion platform, with the unique element of offering conventional play through the games screen, or reverting to immersive play using the VR headsets.

Ultra Moto VR
Image credit: KWP

Ultra Moto VR’ is a Chinese developed title that had been converted for Western deployment and had already seen considerable success, with strong Return-on-Investment (ROI) when tested at several locations. For many operators still evaluating the value of VR platforms in commercial entertainment, the systems unique ability to swap between a full VR or conventional video amusement approach offered a strong incentive. And allowed operators to charge VR prices for a conventional packaged amusement piece.

Another adaptation of an amusement package with a VR element was presented from US-based Barron Games, a well-known name in the foosball and air hockey table market, the company had partnered with Swiss-based Kynoa SA, to represent their innovative ‘Koliseum’; the system, a VR based foosball tabletop platform offering four players the chance to compete in an immersive re-creation of the traditional game (called ‘Koliseum Soccer VR’). The cabinet and controllers invoking the design of a conventional foosball table.

Koliseum
Image credit: KWP

The need to create compelling games that still fit the limitations of the amusement entertainment and family entertainment centres has driven many of the new designs on show. The developer MajorMega had initially launched its vast four-player motion stage experience (called ‘Hyperdeck’) – but the company chose the New Orleans trade show to launch a brand-new concept. Called ‘Hyperdrive’ this two-player cooperative VR experience has one player taking the role as the driver, and another player the gunner, the whole compact experience sitting on a D-BOX motion platform.

The system was a work-in-progress with much of the feedback to this design, being taken away and applied to a final production prototype, scheduled for release (that had originally been) for later in the year. The motion simulation experience linked to a seated ride platform has been another popular element of the investment in commercial entertainment VR. One of the most successful of the initial categories has been the Virtual Ride Simulator – one of the earliest adaptations of offering VR in an amusement suitable package, this approach has gamed much momentum.

One of the first adaptations was that from LAI Games with their hundred-unit-selling ‘Virtual Rabbids: The Big Ride’ – developed in partnership with Ubisoft, creator of the cartoon ride experience based around their zany characters, and using D-BOX motion hardware. The system has found favour with operators offering what the company describes as unattended virtual reality. At the show the company presented their “Big Expansion Pack”, offering six new rides. This included their new interactive experience ‘Space Skirmish’ – a new departure for the platform, from the previous passive style of experience.

Hyperdrive
Image credit: KWP

The popularity of this category was seen with an explosion of new developments, at the show, from other developers. Canadian based TRIOTECH presented to the amusement trade their production version of STORM. Employing a similar approach, the two-rider experience, however, had started at the first with an interactive element to the ride simulator. The company mounting on their HTC Vive headsets, Ultrahaptic hand trackers so the player could grab items as their traversed the speeding coaster track, scoring points. TRIOTECH also revealed its next ride experiences in development to keep a regular supply of titles, and the company was keen to reveal it had ramped up the production line to deal with a strong initial order book.

Following along this popular category, and formula of approach, amusement powerhouse Raw Thrills, chose the amusement trade show to present their prototype interpretation of the virtual ride simulator. This version called ‘King Kong of Skull Island – placed the two riders on motion seats, and also included in this case Ultrahaptic sensors in the seat restraint to track hand movement – the players dropped into a wild ride through the mythical movie Skull Island, home to giant beasts, dinosaurs and King Kong.

Based on the movie property, the early version of the ride/game experience, placed players in a frantic jeep chase across the island, avoiding the monsters, and interacting with the game in scripted quick-time events – finally placed face to face with the legendary giant ape. Still in an early stage of development, the system followed a proven formula, but also hope to offer a cost-effective solution for operators wanting a VR platform. Raw Thrills had worked with HP to deploy the new Reverb headsets with their 5G performance.  The other example of the VR ride system at the show was a much more compact and basic offering. From Brazilian RILIX; the company presented an updated version of its non-motion pod called the ‘Rilix Coaster’. The original version of this system, first seen back in 2015.

King Kong of Skull Island
Image credit: KWP

This system offered as a low-cost solution for areas with high-foot-traffic that want to offer a VR experience in a unique package. As a low-cost system, comprises only a sub-woofer and wind-effect system, with the simple Oculus Go headset arrangement. The platform offered in three flavours as a standalone arcade piece, a system operated by rental companies, and as a self-service (vending machine style) platform for players to walk up and try. To allow this the system and headsets are ruggedized. It is this category of “Self-service VR Kiosk” approach to VR entertainment systems, which had become a new aspect of the market gaining momentum.

On the show floor were other examples of self-service VR kiosks – the first from VRsenal the company have designed a sleek upright kiosk with a tethered headset. The platform called ‘Beat Saber Arcade’ running the popular and well recognized VR music rhythm game licensed from Beat Games (recently acquired by Facebook). The system has been deployed in several entertainment facilities in the West and made unique use of the HTC Vive headset in a wireless configuration. The systems’ appearance at AEI was also to promote new partnerships with leading amusement distributors to help support sales of the platform to a wider operator-base.

The other self-service VR kiosks on display at the trade event was from VR LEO USA – the company showing their ‘LEO’ platform. Another large screen video kiosk with a tethered VR headset. This system, however, was not a single game solution but offered three VR experiences to select from, developed by the Chinese parent company. A unique element of the ‘LEO’ is its automatic retention system, that pulls the headset free of use after the game; and lowers it for the next player. While pulled into retention, the platform self-disinfects the headset with high power ultraviolet lights.

VR Leo USA
Image credit: KWP

This hygiene element has started to be seen employed across all aspects of VR entertainment system deployment. Long before the global health crisis, the LBE VR scene has been employing measures to secure the continued health and safety of the users on this medium. Now with the full glare of the Pandemic on our doorsteps, the reality of how VR will be deployed in social entertainment is being re-addressed. The question is if unattended self-service platforms such as above will need to be re-evaluated for deployment in the new market.

This concludes the first part of our report on the developments in the commercial entertainment VR arena, now we move to the second part, and looking at emerging trends and the outlook for the sectors future #AfterLockdown.

The Virtual Arena: VR in UK Amusement

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams reports on the amusement industry’s latest trade extravaganza in London, and the new VR platforms revealed to invited trade buyers, with his exclusive coverage revealing these new category of systems for readers. 

The amusement trade represents the pay-to-play sector and started the new decade off underlining how much virtual reality (VR) has influenced innovation in this business. The UK saw one of the largest exhibitions for the sector this month, and VR was front-and-centre. The Entertainment, Attractions and Gaming (EAG) International Expo 2020 – held in London at the beginning of the year for amusement trade professionals – has become a hotbed to demonstrate the latest VR applications in the European Enterprise entertainment sector.

EAG at ExCel
The crowded hall of the ExCel exhibition center. Image credit: KWP.

The various categories of deployment in this market were on display. First was “Standalone VR Arcade” – these are VR systems applied along lines that conform to the needs for amusement deployment in leisure entertainment venues but also applying various levels of “self-service” VR deployment, looking to remove the need for an attendant to run these systems from the mix.

Many of these systems are represented by distributors, companies that place and service the hardware with venue operators for the manufacturer. On the Harry Levy Amusement booth, the VRsenal developed ‘Beat Saber Arcade’ system was presented, an upright kiosk with retractable HTC Vive headset and controllers, configured to as a standalone system running the popular music rhythm VR experience. The machine has become a popular platform with already some 100-units deployed in the Western market.

Beat Saber Arcade at EAG
Beat Saber Arcade proving a big hit with the player-base at the show. Image credit: KWP

Taking on a more familiar amusement approach, UNIS presented on the Instance Automatics booth their ‘Ultra Moto VR’ – a two-player arcade-style ride-on motorcycle racing videogame, with its own motion platform. Players are able to experience the action on the big screen or immersed using the 3Glasses VR headset. The platform marketed to operators as “easy to manage” – offering a familiar package to the VR entertainment medium in amusement.

UNIS - Ultra Moto VR
High-speed competition on the VR motorcycle game from UNIS. Image credit: KWP

Also, on the Harry Levy Amusement booth, was another top-selling VR product, LAI Games has seen great success with its  ‘Virtual Rabbids: The Big Ride’ – with hundreds of sales of this two-seat motion ride platform already achieved. Developed in partnership with D-BOX and with content from Ubisoft, the VR ride-experience runs on HTC Vive. At the London show a new compact version of the platform was on display, (for cruise ships and smaller venues), also incorporating three new ride experiences, including a new interactive ride, with scoring elements.

Virtual Rabbids at EAG 2020
Riding through the Rabbids universe in this eclectic experience from LAI Games. Image credit KWP

The division of the Japanese amusement developer, operator and manufacturer, Bandai Namco Amusement represented the latest entry into this genre with a new two-seat VR motion ride platform from Triotech. Launching their new ‘Storm’, the company has integrated many of the popular elements seen with other systems, using the HTC Vive Pro headset incorporating Ultraleap, to track the riders’ hands. This offering an interactive game element to the roller-coaster ride experience.

Triotech at EAG 2020
Players using their hands to capture the items during their ride on the TRIOTECH system. Image credit: KWP

Moving on from the standalone amusement deployment, also on show at EAG’20 was the “VR Enclosure” platforms that offer multiple-player VR experiences within an enclosure than as just individual machines. The market leader in this genre is HOLGATE, who came to the London show with its over 500-unit selling ‘HOLGATE Arena’. The latest version of the tethered platform offering a four-player plethora of different co-operative VR experiences, including titles licensed from Angry Birds, World of Tanks and other properties – running on the VR high-end Valve Index headset.

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

The VR Enclosure approach can also be deployed for the larger game experiences – such as with “Arena-Scale VR” – using backpack PC’s to allow free-roaming for multiple players co-operating in immersive shooting and escape game experiences. EAG exhibitor VEX Solutions presented ‘VEX Adventure’ that takes the Arena-Scale system and places into a flexible platform for both LBE and enclosure deployment. The company showing its system at the show as a complete turnkey solution, with player registration tablets, the onboarding infrastructure – HP backpack PC’s and HTC Vive Pro headsets (incorporating Ultraleap units), and force-feedback weapons.

VEX Backpack PC
Backpack PC VR offering a free-roaming experience on the VEX booth. Image credit: KWP

A glimpse of the future of this application was seen at EAG with the latest example in “Arena-Scale VR – Standalone”, these platforms negate the need for a backpack PC and employed the all-in-one Standalone VR headsets, (a far-reaching feature on the emergence of this new aspect of the VR scene will be published soon in VRFocus). At EAG’20, the exhibitor Hero Zone demonstrated its version of this approach, with a four-player platform, employing Oculus Quest headsets, modified with the Modicap soundkit and battery extension. The pop-up enclosure running the new title ‘Dead Ahead’ – for some co-operative zombie blasting. The first installation of this platform is going live in February.

Hero Zone at EAG 2020
Team of players try out the new Hero Zone game and modified Oculus Quests’. Image credit: KWP

The final aspect of the diverse Out-of-Home entertainment deployment of this technology is the category of “Large VR Attractions” – turning VR tech into dedicated attractions for theme parks and LBE venues. One of the major developers in this field is Holovis, working on several attractions, but at EAG they revealed plans to develop smaller-scale applications that can suit amusement and FEC (Family Entertainment Center) deployment – offering big experiences in a small package.

Displayed for the first time, Holovis revealed their first title with ‘The Descent’, developed in partnership with D-BOX – the company created an intense alien blaster which uses the physicality of a special-effects mine-cage, descending virtually into the bowls of the Earth, battling waves of aliens on the way down. The system borrowing heavily from all the physical effects deployed in larger attractions, Holovis hoping to open a new sphere of the market with “Mid-Scale VR Attractions”, seeing their first orders at the show.

Holovis at EAG 2020
The brave player controls their descent into the nest of voracious aliens on the Holovis platform. Image credit: KWP

Along with the new hardware on display EAG 2020 held a seminar to present the opportunity of what immersive entertainment platforms offer the operators in this sector (ranging from seaside, leisure, amusement and FEC venues). Held in partnership with the show organizers, and industry consultancy KWP, the session brought together presenters from key executives in the field, including MeetSpace, operator of the Zero Latency arena in Wembley, the co-founder of HOLOGATE, SPREE Interactive, famous for its arena-scale family VR entertainment, and operating developer IMMOTION – who have championed a radical approach on getting “bums-on-seats” with the deployment of VR entertainment into the leisure sector. While later in the seminar the aspects of deploying VR in eSports experiences saw presentations from Virtuix and others.

Hologate seminar at EAG 2020
The well-attended seminar session listens to the latest developments from HOLOGATE. Image credit: KWP

This gives a snapshot of what proved a fascinating and intense three-day convention, with many orders made for the latest VR hardware. This will hopefully mean that even more of the general public will be able to get their first taste of VR entertainment at one of the many hundred entertainment venues in the UK and across Europe.

The London show will be followed by a plethora of trade events to start the year, including events in Japan and North America. But also, interest in Enterprise VR will see launches of the latest eSports and even Edutainment deployments. Watch this space for our next coverage.

The Virtual Arena: LBE VR Success on Parade (Part 1.)

In his coverage of the immersive Out-of-Home entertainment scene for VRFocus, in his first part of his latest Virtual Arena column, Kevin Williams reports from the exclusive IAAPA trade show on the emerging categories defining the market of ”VR Based Attractions”, “Standalone VR Arcade” including motion rides and kiosks, and even the concept of “VR Water Attractions”.

While the consumer virtual reality (VR) community attempts to regroup towards a workable business model, there is one industry that has seen an explosion of VR investment and innovation (in many cases using the same consumer VR hardware). The evolution of the Commercial Entertainment (Enterprise) market is at an adverse to that seen in the consumer VR arena.

The best illustration of this was seen in November this year, when the largest theme park, water park, amusement and leisure entertainment convention took place in Orlando, Florida. The International Association of Amusement Parks and Attractions (IAAPA) held at the vast Orange County Convention Center (OCC), covered some 580,000 net square feet of exhibit space accommodating some 1,140 exhibitors from across the Globe, and attracting some 42,600 international attractions professionals.

IAAPA Expo crowd
IAAPA Expo 2019. Image Credit: KWP

This was the leading convention to illustrate the valuable revenue generation that VR is offering an industry, (against the speculation of possible future profits seen in consumer). A show littered with products that are installed and are generating revenue. This vast convention is impossible to simply encapsulate, but the key categories shaping the Location-Based Entertainment (LBE) scene, are now highlighted in this two-part feature.

The first of these categories to observe is ”VR Based Attractions” – the use of VR technology in the immersive entertainment attraction sector. While consumer VR has attempted to find a mainstream home the application – in the other sector VR is excelling. The IAAPA 2019 convention allowed the key developments to promote their success. Dreamcraft is one of those corporations that has taken the consumer VR platform and applied it to commercial entertainment with the ‘DreamSet’ – a two-part VR headset system based on the HTC Vive that offer a solution to effective “Onboarding” (the allowing of simple loading and unloading operation on large throughput rides).

In successfully creating a VR system based on the available consumer VR hardware that can be reliable for Out-of-Home entertainment – and interest has grown in deploying this approach. It was revealed that Dave & Busters’ had signed up to utilize a special version of the system (including headphones). This major entertainment centre operator has worked on a number of VR systems for their audience, D&B working in partnership with VRstudios – who announced the new VR attraction ‘Terminator: Guardian of Fate’ installed on some 140 of their four-player VR motion simulator attractions at D&B locations. VRstudios also had their own VR enclosure system (‘VRcade Dual Atom’) on display at the show – this category of system will be covered in more detail in the second part of this report.

Dreamcraft - DreamSet
The DreamSet headset conversion to HTC Vive. Image Credit: KWP
VRstudios - DualAtom
The VRstudios Dual Atom promoting its accessibility. Image Credit: KWP

One of the pioneers of this technology in large throughput attractions is VR Coasters who has recently installed their “Roam & Ride” VR system for Eurosat Coastiality. At IAAPA the company was promoting their continued work and cooperation with SPREE Interactive. At a press event, Italian bumper car manufacturer I.E Park (who also working in cooperation with VR Coaster and SPREE) revealed that they will be representing the ‘VR Bumper Car’ platform to other entertainment venues. The development of free-roaming VR in this market and SPREE’s development of such platforms will be covered in the second part of this report.

Another major amusement attraction developer, DOF Robotics has already achieved success with their award-winning ‘Hurricane 360 VR’ attraction, employing Oculus Go mobile VR headsets and an extreme 360’ motion platform. The company used the IAAPA 2019 event to launch their brand-new VR attraction ‘Defender’ – a four-player highly themed motion platform, with players sited in the cab of the simulated vehicle using force-feedback machinegun blasting at aliens attacking their virtual convoy.

Extreme motion platform partnered with VR was a common deployment on the show floor at this year’s IAAPA – one of the veterans of these kinds of motion platforms, Maxflight – showed their 360-degree motion two axes ‘FS3000’ two-seat flight simulators, configured to run the Oculus Rift CV1 headsets, offering an immersive flight simulator experience with extreme motion.

DOF Robotics - Defender
DOF Robotics’ Defender at IAAPA 2019. Image Credit: KWP
Maxflight - FS3000
The Maxflight FS3000 simulator. Image Credit: KWP

Beyond the big attractions, a surprise category for this technology was “VR Water Attractions” – last year saw the first deployment of VR water flume experiences using new waterproof headsets. This year VORTEX Aquatic Structures International and Ballast VR presented the latest application of VR water attractions Ballast VR having already installed their ‘VRSlide’ – waterslide VR experience at several European sites and building on this and their waterproof VR hardware exhibited at the Outside Exhibit space where they had set up a swimming pool allowing attendees to done swimming costume and try for themselves the new system. The ‘DIVR’ is a free-floating experience while the ‘DIVR+’ incorporates handles to grip and a unique water jet system to simulate movement, creating unique and compelling experiences.

Ballast VR
Going for a swim with Ballast VR. Image Credit: KWP

The ability to have a simple plug-n-play VR solution for deployment in entertainment venues has seen the establishment of the “Standalone VR Arcade” category. One of the aspects of the new investment into LBE VR was that of self-service (automatic) VR experiences – systems that do not need an attendant and are self-serviced.

Examples of this categories growth in popularity was seen from VRsenal who presented their previously launched ‘Virtual Arcade Cabinet’ – a “Self-Service VR kiosks” that runs a amusement version of the ‘Beat Saber’ videogame experience – incorporating a special headset and controller wired retraction system for simple ease of operation allowing the system to be automatic to run. This game licensed from developer Beat Games, who were in the news after being acquired by Facebook, the owner of Oculus.

Another self-service VR game kiosk was presented from VR LEO USA, with their LEO platform developed in partnership with Shanghai Lions Intelligent Technology. The kiosk also employs a retention system for the Acer VR headset incorporating a unique feature of cleaning the headset when retracted using Ultraviolet light, in the top structure. While another Chinese invested system on the show floor was ‘VR Magic Box’ from Steki Amusement Equipment (Owatch). Their kiosk also comprising 3Glasses S2 headset retention system and a large touch screen display. It is expected that these turn-key automatic kiosks will continue to be a popular element of VR deployment.

VR Leo USA IAAPA 2019
Self-service kiosk by VR Leo USA at IAAPA 2019. Image credit: KWP
VRsenal IAAPA 2019
Self-service kiosk by VRsenal at IAAPA 2019. Image credit: KWP

One of the leaders of the “VR Self Service” platform approach was amusement developer LAI Games, who have seen great success with their ‘Virtual Rabbids: The Big Ride’ – the two-seat motion VR experience using HTC Vive’s was developed in partnership with Ubisoft. It also needs to be remembered that Ubisoft is also instrumental in the LBE VR escape room business (more on this in later reports). The ‘Virtual Rabbids’ system has proved a major success with over 500 units already installed across the market.

This two-seat, self-service platform has proven a popular approach and other developers are throwing their hats into the ring. Launched at IAAPA this year was a new system from media attraction and amusement company TRIOTECH with their new ‘Storm’ two-seat motion system offering a roller coaster adventure in the canyons and caves, but adding the new element of interactivity, with the use of a Ultraleap tracking system on the HTC Vive Pro headsets – tracking guests hands as they collect coloured balls during the ride.

Virtual Rabbids IAAPA 2019
Riders enjoying Virtual Rabbids: The Big Ride. Image credit: KWP
Triotech - Storm at IAAPA 2019
Triotech’s new Storm platform at IAAPA 2019. Image credit: KWP

Another amusement manufacturer, Universal Space (UNIS) showed its VR amusement system with an attendant free approach called ‘Ultra Moto VR’ – a ride-on street racing motorcycle experience with its own motion platform employing the 3Glasses headset. This is the latest VR arcade machine from the UNIS (also developed by IGS), the company launching last year their car racer ‘Overtake VR’.

Motion racing simulators married to VR has grown exponentially in this sector and a number of the latest offerings were seen at the Orlando show, Talon Simulations launched their ‘Talon Vortex’ –a turnkey amusement focused VR cabinet, using their ‘Atomic A3’ dynamic motion platform, the system running at the show the ‘Assetto Corsa’ VR racing title, developed by Kunos Simulazioni.

Ultra Moto VR
Ultra Moto VR by UNIS. Image credit: KWP
Talon Vortex - IAAPA 2019
The new Talon Vortex simulator. Image credit: KWP

And talking about racing content – IAAPA 2019 showed a considerable number of racing releases for eSport and tournament activities for Race Room deployment. Leading provider CXC Simulations showed their ‘Motion Pro II’ in a six-networked race setup supporting tournament installation. While another big announcement saw a major theme park media attraction developer Brogent Technologies pivoting to the launch of racing and flying simulator attractions. More than just a Pay-to-Play entertainment but offering eSports revenue, with an audience as well as a player experience – the future will see if this tournament activity will be driving future LBE VR investment.

CXC Simulations - Motion Pro II
Intense competition on the Motion Pro II. Image credit: KWP
Brogent motion simulator
Brogent’s new motion simulator. Image credit: KWP

This is a good point to pause, while in the second part of this feature we will look at the other categories that were promoted during this years IAAPA trade convention including the launch of new VR enclosure systems and the growth in Arena-Scale VR experiences. The next issue follows shortly.

VRsenal, Maker of ‘Beat Saber’ Arcade Cabinets, Rebuts Fraud Allegations

VRsenal, maker of out-of-home VR products including an officially licensed Beat Saber arcade cabinet, has pushed back on fraud allegations raised in an indictment filed by a Colorado court last month.

On August 9th, a Larimer County, Colorado grand jury—which functions as a preliminary screening to gauge if there’s probable cause to bring charges to trial—returned an indictment alleging five criminal counts against three co-founders of VRsenal: Benjamin Davenport, Kirk Smith, and Gabriel Halsmer.

The indictment (which is linked in full further below) was published by Larimer & Jackson County District Attorney Clifford Riedel on August 12th, and notes, “the charges in the criminal indictments are only an accusation and all defendants are presumed innocent until, and unless, proven guilty in court.”

The crux of the charges filed is that the VRsenal founders sought to defraud an investor, Juan Rendon, of some $1.15 million by misrepresenting facts about VRsenal and the use of the capital. Rendon had given the company the money in a series of loans which were to eventually become part of a $3 million investment in VRsenal, according to the indictment. The indictment also intertwines with another ongoing legal matter involving VRsenal co-founders Davenport and Smith which alleges the two misappropriated $2.5 million from a prior employer, Blue Point Pellets.

Image courtesy Main Event

VRsenal is best known for creating an automated virtual reality arcade cabinet. Notably, the company holds the exclusive rights to operate the popular VR title Beat Saber in an arcade machine in all regions outside Asia. The company claims their flagship cabinet is available in 100 locations, serving 40,000 plays per week. Beat Saber developer Beat Games declined to comment on the matter.

Upon reaching out to VRsenal for comment on the allegations—expecting a ‘We can’t comment on ongoing legal matters’ (a typical response from any company accused of legal wrongdoing)—Road to VR received a six page statement rebutting the allegations.

Signed by VRsenal co-founder Ben Davenport, the statement (which is linked in full further below) paints the situation as a breakdown of investment negotiations and a civil matter rather than criminal wrongdoing. According to Davenport, following the fizzling of the proposed $3 million investment that was to subsume Rendon’s loans, VRsenal attempted to negotiate repayment. Apparently not happy with the offering, Rendon filed a civil lawsuit over the matter, though the court concurred with VRsenal that agreements made between Rendon and the company specified that such matters would be handled outside of the court system through an arbitration process, according to Davenport.

Davenport’s statement goes on to say that Rendon, “with the aid of some overly zealous prosecutors in Larimer County, Colorado, […] suddenly exaggerated his civil claims into criminal charges through the use and abuse of the grand jury system.”

“It is a lie. Plain and simple. There is no other term for it,” Davenport said in the statement. “We know that there is not one shred of evidence in existence that can prove these allegations, because there can obviously be no evidence where no such thing ever occurred.”

He says that communiqué between VRsenal and Rendon proves there was no conspiracy to defraud Rendon of the money he loaned to the company during the investment negotiations.

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Alongside promoting the company and its product, a large portion of VRsenal’s statement focused on pointing out that an indictment is not a determination of guilt, but rather the filing of charges which will eventually be tried in court; the statement also calls into question the grand jury process itself.

“Not only were we not allowed to present any evidence to the grand jury or tell our side of the story, we didn’t know that we were being accused of anything at all. We found out the details of what the grand jury had concluded about us the same way most other people did—a friend sent us a link, and we read about it online.” Davenport wrote. “Business deals sometimes go bad, just like this one did for us. And when they do it’s no fun for anyone involved. But the criminal justice system should not be used and abused in order to leverage civil business claims and disagreements into criminal charges,”

Indeed, an innocent or guilty verdict will come only after a criminal trial is conducted; Davenport writes, “we expect to be fully vindicated on all counts.”

The complete indictment from the Larimer County grand jury and the statement from VRsenal are available below:

Larimer County Indictment VRsenal Statement

The post VRsenal, Maker of ‘Beat Saber’ Arcade Cabinets, Rebuts Fraud Allegations appeared first on Road to VR.

Fully-Automated ‘Beat Saber’ Machine to Debut Next Week at IAAPA Attractions Expo

VRsenal, a company creating commercial VR attractions, has partnered with Beat Saber (2018) studio Beat Games to launch a VR arcade machine featuring the popular block-slicing rhythm game. The arcade cabinet, which is touted for its ability to run attendant-free, is set to debut next week at the IAAPA Attractions Expo in Orlando, Florida.

The fully-automated cabinet boasts a massive 80-inch 4K screen protected by quarter-inch windshield glass that mirrors the player’s in-game point of view. Integrated in the system is an HP VR-ready PC, replete with Intel i7 processor, Nvidia GTX 1080 graphics card, HTC Vive Pro headset, and Vive controllers. A cable management and retraction system hangs overhead for ease of use.

 

Touted as an attendant-free system, the machine also boasts an integrated self ticketing system, something the company says lets it achieve a 99% uptime record. VRsenal says the machine has been optimized for “high throughput, high uptime, high ROI, and low maintenance,” some of which can be attributed to an integrated card reader and on-screen instructions on how to both sanitize and correctly adjust the headset to fit the individual player.

As if the monolithic black and neon machine weren’t already attractive enough to curious onlookers, to top off the cabinet’s futuristic vibe two holographic-style signs blare the Beat Saber name.

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This isn’t the first deal Beat Games has made to bring the popular block-slicing rhythm game to VR arcades. In late August the studio partnered with Seoul-based SKonec Entertainment to roll out similar Beat Saber machines to arcades across South Korea and China.

Since its launch into Early Access this spring, Beat Saber has celebrated a notable degree of success, taking the number seven spot on Steam’s best rated games last month and posting more than $2 million in gross revenue in its first month. Beat Saber is also headed to PSVR this month, positioning it to be one of VR’s most popular titles yet.

The post Fully-Automated ‘Beat Saber’ Machine to Debut Next Week at IAAPA Attractions Expo appeared first on Road to VR.

The Future of VR Arcades with VRsenal

HTC announced the Vive Tracker at CES this year, which will enable a range of VR peripherals that are targeted to from consumers to high-end virtual reality arcades. One of the higher-end peripherals that debuted was VRsenal’s VR-15, which has built-in haptics and the same weight distribution as a M-15 and AR-15. I had a chance to catch up with VRsenal CEO Ben Davenport who talked about targeting the digital out-of-home entertainment and VR arcade market with their integrated solutions of commercial-off-the-shelf VR hardware, VR backpacks and haptic vests with customizations and top-of-the-line gun peripherals with an integrated Vive tracker.

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While VR hardware is expected to continually improve over each successive generation, Davenport makes the claim that
limited real estate within the homes will drive consumers to VR arcades that will be able to provide better compelling experiences given extra space. He says that competitive VR games are limited by teleportation and locomotion constraints, and that being able to physically move around large spaces will open up the types of social interactions that are possible with laser tag or paint ball.

He expects to see a return to the golden era of arcades when they could provide a more compelling and visceral experience than what’s possible with consumer VR within a home. High-end haptic devices will also likely be a differentiating factor as the passive haptic feedback from the VR-15 peripheral combined with embodied gameplay is able to deliver a compelling experience that people will be willing to pay for. He also expects to people eventually going through non-gaming and non-entertainment virtual and augmented experiences while they are co-located in the same physical environment.


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