The Virtual Arena: The Growing VR Out-of-Home Entertainment Dimension – Part 2

In the second part of his three-part feature, Kevin Williams continues his coverage of the development in the VR industries involvement in the Digital Out-of-Home Entertainment (DOE) sector. In this report looking at the American, Japanese and Dubai amusement trades interest in the technology. (You can find Part 1 here.)

Amusement & Attraction Embraces VR

Moving to the Western territories, and the American amusement trade had a major exhibition in Dallas during March; the Amusement Expo saw the usual gathering of traditional amusement pieces, but also new virtual reality (VR) investment. Previously mentioned Universal Sales (UNIS) also made the trip to the American event to show their OMNI Arena VR platform.

This was also held in partnership with the Laser Tag Convention, and one of the new VR systems being presented offers an approach likened to “VR Lasertag”, Zero Latency. The world’s first free-roaming, warehouse-scale, multiple player VR game arenas, (using VR back-packs to create the Arena-Scale experience). Currently successfully in operation on four continents, while seeking to announce its first signing in the UAE. And one of the first commercial versions of the Arena-Scale experience from the company was in Japan, installed in the SEGA JOYPOLIS facility.

Beyond the US shores, the Japanese amusement sector has started to invest in VR initiatives placing investment towards VR as a major component in future expansion. During February’s major Japanese amusement trade event, major corporation BANDAI NAMCO Entertainment revealed that following a VR experimental location, the company would be opening a new and larger version of their VR ZONE in Tokyo. The facility will again be a temportay operation (opening in April and closing in October 2017), the facility designed to house VR attractions specially created by BANDAI NAMCO building on their amusement development skills marrying the latest VR technology.

Other Japanese arcade operators such as TAITO and Capcom revealed that they would be installing the VR Game Stage, powered by HTC hardware. HTC supporting the use of consumer content able to be legally used in commercial entertainment venues through the Viveport Arcade commercial subscription platform for China, and currently on test in Europe and the USA. A similar solution is planned from Valve for SteamVR – while Oculus VR stays opposed to any commercial usage (not prepared at this point to pivot).

But the big development, missed by many in the media was the announcement and reveal of Koei Tecmo, launching their ‘VR Sense’, an experience capsule using a Sony PSVR headset and Move controller (powered by an internal Playstation 4 Pro system). This system was the advance guard on the major announcement that Sony Interactive Entertainment would be creating a specific division to roll out their PSVR platform into the location-based (out-of-home entertainment) sector in several territories. The ultimate example of the pivoting of the consumer approach to VR into the commercial entertainment arena.

Dubai Amusement and Leisure Industry VR Aspirations

Another territory that is embracing the opportunity of deploying DOE VR platforms is the United Arab Emirates (UAE) market, a sector that has seen an incredible investment in theme parks and leisure entertainment venues for their diverse audience. Taking place at the Dubai Entertainment, Amusement and Leisure (DEAL) expo recently, prominent amusement and attraction distributor in the UAE market, gathered the latest new developments to their booth. Veteran distributor and developer ASI showed the Holocube – the multiple enclosure VR game system using the HTC Vive and offering a unique gun interface experience (winner of the Silver Virtual Reality Game BOSA award 2017), and categorized as a “VR Enclosures” approach.

Also on the ASI booth was the WePlayVR system from developers AiSolve, running the VR Backpack experience called ‘The Mayan Adventure’. Also shown was the Yotto Group “VR Game Platform” EXOPLANE an immersive paraglider experience. At the Dubai exhibition, another major distributor in the territory supporting family entertainment center businesses is Warehouse of Games (WOG), the company had on their booth the local developer NUAT’s ‘The VR Cube’ another “VR Enclosures” approach. DEAL exhibitor FUNCO – Fun Entertainment Company, a prominent developer of turn-key solutions for operators wanting to open entertainment centers, partnered with Chinese VR Park developer LEKE VR, showing their full selection of “VR Game Platform” units that were seen foot-foot from the Chinese trade show premier.

Away from the major distributors, several standalone exhibitors showed VR aspirations. These included a “VR Ride Attraction” from Turkish developer AMEGA Entertainment – Cinecoaster 360 VR. This multi-directional motion XD cinema system using mobileVR headsets. Or exhibitor DOF Robotics who showed their HURRICANE 360 VR – a extreme motion platform system using mobileVR systems to represent the virtual experience, (the system a Bronze Virtual Reality Game BOSA award 2017).

Reflecting the interest in the territory to embrace VR in all its facets in the DOE sector, the local developer ImSim, demonstrated a 3DOF racing cockpit with force feedback and a power VR component. Many companies in the West have invested in motor sports network simulator (“Race Room”) ventures – and VR technology seen as a possible replacement to conventional flat screen visualization. American manufacturer CXC Simulations, is another name in this scene, having recently installed a “Race Room” at the Andretti Indoor Karking location in Marrietta. The venue running their latest CXC Motion Pro II VR system, the only VR simulator of its kind in commercial operation in the United States

Returning to the investment made in the UAE market, facilities such as the brand-new Hub Zero have added a major VR element to their interactive entertainment. The wireless multiplayer VR attraction was developed for the facility by VRStudio developer of the VRcade platform (winner of the Gold Virtual Reality Game BOSA award 2017). A leading global VR technology company, located in 11 countries, delivering the first truly wireless, full-range-of-motion, multi-participant, immersive experiences for commercial enterprises.

VRStudio has taken their wireless head-mounted experience into the realms of “VR Dark Ride”. Signing major theme park partnerships with Universal Orlando and most recently with Knott’s Berry Farm and parent company, Cedar Fair – towards opening in South California a specialized VR experience at the park.

The concluding feature covering recent developments in the UK, America and the interest from the Gaming industry on VR based Out-of-Home entertainment, follows shortly.

The Virtual Arena: The Theme Park Points The Way For VR Attractions (Part 1)

Continuing his regular column for VRFocus – leading exponent of the out-of-home entertainment sector, Kevin Williams, in this two-part feature, undertakes to cover the major VR developments launched at the world’s largest theme park, attraction and amusement exhibition last month.

Taking place in Orlando, Florida during November, the largest theme park and amusement entertainment convention proved a valuable Launchpad for the establishment of virtual reality (VR) technology in the commercial entertainment sector. The 98th International Association of Amusement Parks & Attractions (IAAPA) Expo 2016, covering over 550,000 square feet of show-space populated with inflatables, the latest arcade releases and the most advance roller coaster platforms.

But also spread throughout the event were the latest VR attraction technology.

Image via parkworld-online.com
Image via parkworld-online.com

The first aspect of VR’s application in the amusement scene was seen via the ‘VR Arcade’ platforms, using the current consumer VR applications in a commercial application. The big presentation was given by Taiwanese amusement giant Universal Space (UNIS), who has undertaken a partnership with Virtuix Omni, employing their omni-directional platform as part of a dedicated gaming stage called the ‘Omni Arena VR’ – the system having players done their special shoes and HTC headset, and navigate the virtual world in a e-Sport style competitive experience.

Another interface that was originally focused on consumer VR application that now has turned its gaze to Out-of-Home entertainment. Also, represented by an Asian amusement operations (InJoy Motion), was the FutureTown Totalmotion technology. A universal movement interface that represents body movement into the virtual experience; the system was shown as a technology demonstrator looking towards being turned into a deliverable system next year.

The entertainment sector has been working to utilize the consumer VR systems in deliverable Out-of-Home application, offering a simple turn-key ‘VR Enclosure’ solution. On display at IAAPA was the VRsenal Holocube VR system with six playing areas running HTC Vive BE systems – the platform also including a new gun interface and sonic vest to offer tactile feedback to selected games. The company working closely with consumer game publishers to include their games on the system.

Another company offering a pop-up enclosure to play specially configured VR games were Virsix showed their VR Cube, also using the HTC system and offering a selection of games in a individual enclosure approach. The Chinese amusement trade also represented their offering of a VR standalone experience; Betop Multimedia presented their WEWOD – space-time squad, using a motion platform to simulate traversing through a space-station blasting aliens using a large laser-rifle.

The VRsenal, VR Cube and WEWOD systems all use the HTC VIVE BE and are all using specialized cable management systems allowing for an unimpeded Room Scale experience. Another Chinese exhibitor, MediaFront, exhibited a VR experience that used a caged VR experience that also had the player walk an improvised gangplank.

Another aspect of the development seen in VR’s application in this sector were VR Game Platform, dedicated stand-alone amusement style offerings of VR technology. Eastern Europe has lead the charge of development of this kind of approach and IAAPA saw leading examples, Virtual Reality Park represented the Star Blade VR 360 degree motion simulator VR system manufactured by Total Interactive Technologies, and one of a handful of virtual reality systems at the show that used a bespoke HMD. Another similar 360’ motion platform was presented from Korean Motion Devices and their two-seater Top Vulcan offering a virtual Space Invaders-style experience. Eastern European manufacturer Stereolife showed their standing VR experience Stereolife eMotion, offering a selection of passive VR film experiences. The company also offers a two-seat motion ride version called the Stereolife Rifter, fellow countryman Xtrematic, also presented their Extreme-Machine, another standing VR experience machine – all systems including physical effects such as wind and vibration.

Another Eastern European exhibitor was Yotto Group, who demonstrated their ExoPlane – a paraglider shooting experience that has the player suspended while steering their craft round a desert island course. Aimed at the shopping mall and leisure entertainment venue market Brazilian manufacturer RILIX showed their convention Rilix Coaster, a simple VR roller coaster ride simulator built to be a standalone experience.

Those exhibitors that used Oculus Rift CV1 headsets for their system demonstrations, were keen to confirm that they were mainly head-set agnostic able to run their system with any of the best available head mounted displays that can be used for commercial application. While many other exhibitors offered VR entertainment systems that favoured the use of Mobile VR (smartphone based) headset experiences, due to its simplicity of utilisation.

Leading Korean 4D theatre and simulator manufacturer Simuline, (part of the CJ cinema empire) presented their VR X Rider eight-seater motion theatre experience. This was also next to the two-seat cinema motion chair platform, the 4DX VR. Both systems offer an effects theater approach to VR, running special 360 degree style VR films – running on the Samsung Gear VR. Chinese exhibitor 9D Electronic Technology (NINED) also showed their 9DVR Cinema eggshell shaped VR system, as well as the VR Eyeshot Theater– a tank-themed six-seater VR motion theatre experience.

On the Korean Pavilion (KGames) at the theme park and attraction exhibition, organized by the Korea Creative Content Agency (KOCCA), exhibition Inno Tech Media showed their VR Shooting Rider, another two-rider motion chair systems, but in this case running a mystical interactive shooting game experience. Both the 9D Electronic’s and the Inno Tech VR systems running bespoke HMD’s developed in China.

Several of the IAAPA VR systems promoted extreme motion platforms offering a strong experience linked to the immersive visuals. Turkish based DOF Robotics, are specialist in large motion theatre attractions, and the company has promoted their Hurricane VR – the three-rider system using Gear VR headsets includes a 360’ rotational element to the suspended motion ride. A cockpit based 360’ axis motion simulator (the two-seater ‘S3000’) developed by Maxflight, was another example of the extreme motion experience married to visuals from a VR headset.

The development of VR in attractions to offer a replacement to the screens used in driving and flying simulators was evident on many booths. Cesys, the European developer of simulator based entertainment attractions showed their brand-new concept; the Cesys Motorbike Simulator has riders astride a simulated motorcycle on a two-degrees of freedom (2-DOF) motion platform, able to race round a circuit wearing a CV1 head-mount – the final version of the concept will use a headset mounted into a motorcycle helmet.

Motor sports simulation was also on display from CXC Simulations – developer of a specialist motion driving cockpit for the Pro-Sumer sector has invested in developing special Race Room installations using networked ‘Motion Pro II’ systems. The company had on their booth six of these networked systems, players donning the popular disposable masks (‘Ninja Mask’) before wearing Oculus ‘Rift’ headsets to take place in competition. A more compact motion seat system was on display from Talon Simulation showing their Atomic A3 Virtual Reality Simulator, the company having already sold the system to the CaddyShanks Interactive Sports Pub chain.

Offering a compelling immersive motion driving systems was on display on many booths, UK based Motion Simulation showed their T3 capsule, with a unique immersive projection screen, complimenting their unique variable driving position cockpit, riding on a motion system by D-BOX. The company also showed their versatility running a cockpit with a VR headset. D-BOX is a popular motion platform provider in the commercial sector. A private demonstration at a hotel close to the conventions center, was arranged by The Third Floor of their The Martian VR experience, which also uses the D-BOX platform.
This concludes the first part of Kevin’s coverage from the Orlando show floor, the next and final part of will follow later this month. On Christmas Day in fact, so come back then to find out what else went on at IAAPA Expo 2016.