Project Axon Is A VR Game About Social Media’s Ability To Spread Fake News

Project Axon Is A VR Game About Social Media’s Ability To Spread Fake News

If you’ve been online, you’ve seen fake news. A team of graduate students from Carnegie Mellon University created a virtual reality game called Project Axon to raise awareness about how our own behavior on social media platforms can contribute to this problem.

The team hails from the Entertainment Technology Center at CMU, a two-year master’s program that focuses on interactive entertainment. It works closely each year with Games for Change on projects tackling social issues for its annual festival.

Dave Culyba, an assistant teaching professor at Carnegie Mellion’s ETC, oversaw the project. In a phone interview with GamesBeat, he said that Games for Change asked them to create a group game involving VR that deals emotions and neuroscience. The team decided to dive into fake news.

“[The students] pitched ideas and researched and looked into stuff,” said Culyba. “One piece of their research got into fake news, sort of the bubble effect, but also the psychology of why we accept some things and reject other things. That legitimately came from the emotion and neuroscience perspective.”

Project Axon is a large-scale group game that involved 100 participants. The players were split into two groups and told that they were alien civilizations at war with one another. One player, dubbed the Ancient One, sat away from the others with a VR headset and made decisions and passed judgment based only on the information the rest gave them via a mobile app.

The Ancient One would only see the top four headlines on a kind of social media feed in their headset, which the rest of the players controlled indirectly by liking stories on their app. Most of the players were citizens, but a few got the role of “media.” These could see which headlines were accurate and which were false, and they could choose which ones to promote.

Culyba says that couching it in a science-fiction context added more distance from the interaction so that the players could actually think about what they were doing and the way biases affect behavior. The social media-like interface connected their actions in the game back to how they might actually use real social media in their daily lives.

“One of the big challenges with making something for impact—whenever you’re trying to change someone’s mind or change their behavior, your goal isn’t just that at the moment they read it, they think, ‘Oh, that’s a really good point,’” said Culyba. “Your goal is, a week later they’re different.”

In addition to VR and the mobile app, Project Axon also took place in a physical space. Culyba said that itself led to a lot of design decisions to get players to behave in a certain way.

“One of their goals was to get people to have conversations. They arranged the chairs in semicircles, so when people sat down they were naturally facing each other in a way that said, you are a small group,” said Culyba. He added, “They have two different roles in the experience — citizens and media. They gave the media hats. Just the act of putting on a costume gets people to behave differently.”

Project Axon isn’t available to download since the team built it to present only at the festival. But it’s a part of the larger conversation around “fake news” and particularly the way media can affect people’s perspectives. Facebook, for instance, announced that it will be culling pages that are “misleading, sensational and spammy.” Researchers are training AI to recognize what’s true and false, though imperfectly so. A lot of these types of discussions also happen in game design, as the designers are responsible for creating experiences and guiding players through them.

“How do you prompt people in a certain way? Do you call the action ‘like’? Do you use the phrase ‘fake news’? Do you call it a ‘lie’?” said Culyba. “A lot of those discussions are the same discussions that happen around the media about—just the word you use for something changes how you think about it. What’s the right word to use? That leads to the question of what you want people to think about in the first place. They wrestled with those things.”


This article by Stephanie Chan originally appeared on VentureBeat.

Game Insight Offers Something New For Guns of Boom Fans: Watching In AR

Game Insight Offers Something New For Guns of Boom Fans: Watching In AR

Game Insight has had more than 10 million downloads for Guns of Boom, and now it has figured out a novel way to increase the numbers of people watching multiplayer matches of this mobile first-person shooter.

Using Apple’s ARKit, Game Insight created an augmented reality demo that enables someone to view a 3D scene of the action from an overhead perspective. The screen of an iPad or iPhone becomes a window into viewing the action from any perspective. You can move the iPad around to view the 3D scene from different angles. This is the sort of cool AR livestreaming that could increase player engagement, said Game Insight CEO Anatoly Ropotov in an interview with GamesBeat.

“It redefines how you enjoy viewing the game,” Ropotov said. “Our vision is to make the experience of esports on mobile as seamless as playing Guns of Boom itself.”

This mobile shooter is available on the iOS App Store and Google Play, and it has lots of five-star reviews on both. It reminds me of Valve’s team shooter Team Fortress 2, only on mobile.

The Vilnius, Lithuania-based Game Insight said it will launched the ARKit demo as an app for spectators on iOS in the fall. It requires iOS 11 in order to work, Ropotov said, and Apple is expected to come out with that update this fall.

Ropotov said that his team was able to use ARKit, since it was available with the Unity 3D game engine. It will be available as a free download when it comes out. Ropotov said the company will also launch new maps for the game soon.

Above: Game Insight CEO Anatoly Ropotov.

Image Credit: Game Insight

Ropotov said that spectating and sharing have helped the company spread the word about Guns of Boom without forcing it to spend a lot of money advertising. It already has more than 100,000 videos on YouTube, which influencers and fans have posted. One of the things that is fun about it is the Control Points game mode, which enables esports-style, clan-based competition.

“The videos have been a significant driver of new players for us,” Ropotov said.

The AR app makes spectating more fun. You can watch in first person or in third person, viewing the action from above in “god mode.” Then you can see all of the players on the battlefield at the same time. Someone could also stream the AR scene and give commentary over an instant replay of a match. So it could be good for mobile streaming broadcasters as well.

“We built it as a mobile-first experience, rethinking how games are played on mobile,” Ropotov said.

Founded in 2009, Game Insight is one of Eastern Europe’s biggest mobile game companies. It has more than 300 million players for its games to date. The company has raised $25 million and it has 300 employees. About 50 worked on Guns of Boom.

This post by Dean Takahashi originally appeared on VentureBeat.

Prison Boss VR Set to Break Out on with HTC Vive This Month

Independent developer Trebuchet is set to make their HTC Vive debut this month with the release of Prison Boss VR. A crafting and trading videogame using roomscale, players must create cigarettes, alcohol and cookies to sell to other inmates, build a reputation and own that prison.

Prison Boss VR screenshot

As night falls on the prison, the player is able to take advantage of the utilities within their cell. Inmates will offer you tasks and, should you successfully complete them, you’ll be able to upgrade your cell with new tools and shiny things. However, it’s not as simple as making wine in your toilet; guards are patrolling and will put an end to your doings as soon as they spot your ill-gotten gains.

Learn new crafting recipes as you progress through four different jails, then escape from them. More than 80 different jobs will provide a path from scum to high score when Prison Boss VR arrives on HTC Vive.

Set to launch on 29th August 2017, Prison Boss VR will be available via Steam. No price point has yet been announced for the videogame, but VRFocus will keep you updated with all the latest details.

Review: Dracula: Vampires vs. Zombies

Mention the phrase ‘wave shooter’ to any long standing virtual reality (VR) fans and the likelihood of a groan and roll of the eyes will follow. In the 17 months that PC head-mounted displays (HMDs) have been available to consumers, both HTC Vive and Oculus Rift have been inundated with this genre of first-person shooter (FPS). Whilst certainly an easy and engaging form of VR entertainment, the proliferation of these types of videogames has already saturated the market, and with far more exploratory titles like the recently released Killing Floor: Incursion or Lone Echo, the question has to be asked, is there still a place for the stationary wave shooter? Well Avatarico seems to think so, releasing comedy title Dracula: Vampires vs. Zombies.

Very much in a similar vein to Dick Wilde, Dracula: Vampires vs. Zombies doesn’t take itself too seriously with a protagonist who’s a brash, in your face, action b-movie star, and the fate of the world is somehow in his hands. As you might expect from the title, this videogame is all about killing waves of cartoon zombies, vampires and a few other enemies to boot.

Dracula: Vampires vs. Zombies

Unlike some of the other FPS titles already mentioned, Dracula: Vampires vs. Zombies doesn’t weight itself down with excessive weapon loadouts, mixing up ranged guns with massive explosive ordinance. Instead you have to master just one, a compound bow and unlimited arrows. There’s no drawing arrows from a quiver – this is a pure arcade style experience – just fire away as quickly as possible. It seems that because Avatarico hasn’t needed to spend time on developing other weapons, focusing solely on the bow, that the studio has created one of the best gameplay mechanics for this style of weapon.

Using the bow feels fluid and accurate, the controller that’s in the bow hand nicely rumbles as the string is pulled back, so whether it’s a long shot or short range there’s never a moment when the bow seems inadequate for the task. So that’s your one and only main weapon – the bow does have blades attached should any enemies get too close – but there are four secondary items to collect that help in those tough situations such as a handy molotov cocktail for some group damage, or a lure to attract them to a certain spot.

Dracula: Vampires vs. Zombies has two modes, Campaign and Survival. The former has two areas, City and Forest, each with a total of 20 waves to complete. While you do need to survive in the campaign the main focus is that of scoring points. Headshots are the best for this, and the further the distance the more you’ll score. To mix up the gameplay somewhat, not only do you have different types of zombies to kill there’s also a few people to save. They’ll come running out from behind buildings screaming their heads off to be saved. Not only do they score big points but certain survivors will carry health bonuses, or items like the molotov, so saving them is of the utmost importance.

Dracula: Vampires vs. Zombies screenshot 3

So now you maybe wondering is Dracula: Vampires vs. Zombies any good? Well yes and no. To be brutally honest it’s still a fairly generic wave shooter where everything pops up around you, and as long as you’ve reasonably quick and accurate it shouldn’t be too difficult to complete. That being said the bow is awesome fun and a joy to use. If you’re after a simple, pick up and play shooter then there’s nothing wrong with Dracula: Vampires vs. Zombies – it’s certainly one of the better ones. Should you be looking for a title that features loads of immersive gameplay, story, and really explores VR technology then you should look elsewhere.

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Audi and Intel Discuss the Latest Developments in Automotive VR

SIGGRAPH 2017 hosted a number of new virtual reality (VR) reveals, including a new backpack PC from HP, the HP Z VR Backpack PC, and Nvidia’s Isaac-trained robot. Intel also made a big splash, working with Audi on a new automotive VR experience.

Audi VR Experience

In an interview with Magdalena Maczkowski and Erich Wohlmuth, representatives of Audi Business Innovation, Intel offers an inside look at the Audi VR Experience. Offering a virtual showroom, Maczkowski suggests that the car dealer has the opportunity to show a customer every model with every available customisation option, regardless of the amount of space available at the retail premises.

“The Audi Virtual Reality Experience is a great opportunity to show all models that are not available in the showroom,” states Maczkowski. “Space is limited. Costs are really high. So it’s great to have all models at one space.”

The Audi VR Experience is already live across a number of Audi Cities installations, including Munich, Berlin, London, Istanbul, and Paris. According to Maczkowski, in the future, Audi will be rolling out the technology into dealerships also.

The full interview with Maczkowski and Wohlmuth is available below, and VRFocus will keep you updated with all the latest VR developments in the automotive industry.

Smartphone extremists and VR scuba-divers: Edinburgh’s tech trailblazers

One woman interrogates her personal assistant in Siri, The Believers Are But Brothers brings the war on terror to your mobile, and Frogman conducts an underwater murder investigation via VR headset

At the Edinburgh festival, a woman is talking to her iPhone’s personal assistant, Siri. But this isn’t a private encounter between one woman and technology. Much like Krapp’s Last Tape could be described as a piece for two performers – an actor and a tape recorder – so Siri is a show featuring a human and a digital performer. Canadian actor Laurence Dauphinais poses the program a series of questions that, as they probe into her own background, elicit ever more existentialist-sounding replies.

Related: Javaad Alipoor: 'The response to radicalism is to shut down debate for young people'

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This Week in VR Sport: VR Sport Gets Its Own Dedicated Summit

If you’re a regular VRFocus reader you’ll know two things about the weekend. That there’s sport on Saturday and there’s jobs on Sunday, and, since it is the former as opposed to the latter it’s best we kick things off by going into just what you may have missed in recent times relating to sport and virtual reality (VR) and augmented reality (AR) technology.

Dutch Football To Get More VR Coverage

If you own a Samsung Gear VR and are a fan football from the Dutch football league then we have some very good news for you.

Earlier this week it was announced in a press release that Beyond Sports would be partnering with FOX Sports Eredivisie to provide a free virtual reality (VR) app which will provide highlights of the games from the weekend – but from the player’s perspective. The app will also provide virtual pundritry in the form of specially created VR aspects from the Dutch sports show De Eretribune.

It is not the first time the pair have teamed up. Having previously broadacast footage of the match between Dutch heavy hitters Feyenoord vs PSV during last season. In what may well have proven a successful enough endeavour to allow this season’s coverage. The first effort back in February this year also contained VR analysis from football highlights show Dit was het Weekend (pictured below).

Beyond Sports are also looking to supply other android-based smartphone VR platforms, specifically the Google headsets. “At first only Dutch consumers who own a Samsung Gear VR will be able to download the app and watch the highlights.” The company notes in its press release. “However, Beyond Sports is working on developing a version that will support Google cardboards which will make sure that any high-end phone will be able to use this application.”

VRFocus will bring you more news on this as the service develops.

VR Sport Gets Its Own Event

As I mentioned earlier in the week, when it comes to VR events, meetups, workshops etc you can get to the point where you’re practically tripping over them if you’re not careful. One thing that we have not had however is an event specialising in VR and its connection to sport.

Until now.

November sees San Francisco host the World Virtual & Augmented Reality Sports Innovation Summit 2017 which I can announce that VRFocus will be supporting as a Media Partner.

Taking place across November 15th and 16th 2017, the event is looking to bring together key stateholders from the world of sport around the world to discuss the applications of VR tech in a changing entertainment world.  The advisory board and speakers confirmed for the event already include

Advisory Board & Speakers Include:

  • David Young, Vice President of Operations, Seattle Seahawks
  • Johannes Holzmuller, Head of Technology Innovation, FIFA
  • William Deng, Director Media Strategy & Business Development, NFL
  • Mandy Rutledge, Sports Partnerships Director, Microsoft
  • Robert Alberino Jr, Vice President / Executive Producer, San Francisco 49ers
  • Rod Nenner, Vice President, Washington Redskins
  • Michael Davies, Senior Vice President Technical & Field Operations, FOX Sports
  • Betsy Girder, Managing Director Technology Development, NASCAR
  • Tom Sahara, Vice President Operations & Technology, Turner Sports
  • Mounir Zok, Director of Technology & Innovation, US Olympic Committee
  • Costa Kladianos, Director of Information Technology, Tennis Canada
  • Alex Jacques, Director of Events, The Madison Square Garden Company
  • Jesse Nunez, Director of Corporate Partnerships, Los Angeles Dodgers

Tickes are already available for the event at http://www.virtual-reality-sports-innovation.com/booking/.

Radial-G: Racing Revolution für PSVR kommt am 12. September in Europa

Es hat etwas gedauert, aber nun steht der Termin für die Sony PlayStation-VR-Version fest: Der futuristische Racer im Wipe-Out-Stil erscheint am 12. September für die PSVR. Dabei können Interessierte den Titel entweder als Download oder auf Datenträger erwerben. Radial-G: Racing Revolution erschien ursprünglich im März 2016 für die Oculus Rift, HTC Vive und OSVR. Die Version für PlayStation VR soll laut den Entwicklern neue Inhalte mitbringen.

Radial-G: Racing Revolution für PlayStation VR am 12. September 2017

Ausnahmsweise dürfen wir Europäer über eine bevorzugte Behandlung freuen: der Science-Fiction-Racer Radial-G: Racing Revolution erscheint zuerst in bei uns, ein Termin für die US-Fassung steht hingegen noch aus. Radial-G tritt in die Fußstapfen großer Vorbilder wie F-Zero von Nintendo sowie Wipe-Out, der einer der ersten Titel für die PlayStation 1 war. Schwerbewaffnet rast man wie in Wipe Out auch in Radial-G durch futuristische Science-Fiction-Welten und grillt Gegner. Für die PlayStation-Umsetzung des VR-Spiels kündigte der Entwickler zudem neue Waffen wie beispielsweise Auto-Kanonen und Raketenwerfer an.

Radial-G: Racing Revolution stellte das britische Indie-Studio Tammeka Games bereits im Jahr 2014 vor. Neben der „großen“ Fassung brachte das Team auch eine eigenständige Version für die Samsung Gear VR und Google Cardboard heraus. Radial-G: Infinity X bezeichnen die Entwickler als Infinite-Runner-Game, bei dem den Spieler ein Alien im Nacken sitzt. Berührt man zu viele Slow-Downs, zerstört es eben mal einen Teil der Strecke vor einem. Wehrlos ist man aber nicht, denn der Spieler kann das Alien an Levelenden mit Raketen beschießen.

Radial-G: Racing RevolutionEinen Preis für die PSVR-Variante nannte Tammeka Games noch nicht. Er wird sich aber wohl im Rahmen der Steam-Version bewegen, der bei 20 Euro liegt. Die Version für Oculus Rift, HTC Vive und OSVR benötigt mindestens eine NVIDIA GTX 970 oder AMD 290 als Grafikkarte sowie 8 GB Arbeitsspeicher. Die 2D-Version gibt sich mit weit geringeren Hardware-Anforderungen zufrieden. Radial G: Infinity X für die Samsung Gear VR kostet 1,99 Euro, für die Google Cardboard steht der Titel kostenlos zur Verfügung.

Der Beitrag Radial-G: Racing Revolution für PSVR kommt am 12. September in Europa zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

PlayStation VR Worlds Original Score Now Available to Download

Videogame soundtracks have been steadily increasing in popularity for many years, yet it seems that virtual reality (VR) – despite the many reasons why the audio score is considerably more important in these experiences – seems to have been fairly slow to catch on. Following the recent publication of the original score for Lone Echo, the PlayStation VR exclusive PlayStation VR Worlds soundtrack is now also available.

PlayStation VR worlds Case

Written by Joe Thwaites and Tim Fowler, the PlayStation VR Worlds audio score features 23 original tracks featured in the VR videogame. PlayStation VR Worlds itself is a compilation of different experiences – from a dive deep into the ocean and coming face-to-face with a shark, to being embroiled in a heist with London gangsters – and as such the soundtrack promises a great deal of variety.

At present, the PlayStation VR Worlds soundtrack is only available via download at Amazon and streaming via Spotify. However, releases across various digital distribution and streaming platforms are expected to follow. VRFocus will keep you updated with all the latest details on PlayStation VR Worlds and the promotion of other VR titles beyond their initial release.

See the Scary Side of the Stratosphere in New Cosmic Awakening VR Screenshots

Cosmic Awakening VR is a first-person virtual reality (VR) survival exploration horror videogame, coming to HTC Vive and Oculus Rift later this month. Developer 3D Generations is obviously pleased with the ‘cutting edge 3D graphics’ featured in the videogame, releasing a large stock of screenshots from the title.

Cosmic Awakening VR screenshotDespite featuring a somewhat hackneyed storyline about docking on a space station wherein the crew has mysteriously vanished, Cosmic Awakening VR will offer an interesting gameplay mode in which each of the videogame’s clues and items are randomised, creating a unique experience on each replay.

Cosmic Awakening VR is set to launch via Steam on 25th August 2017, and you can catch an eyeful of the forthcoming videogame in the screenshots below. VRFocus will keep you updated with all the latest details on Cosmic Awakening VR and other VR titles from 3D Generations.

Cosmic Awakening VR screenshot
Cosmic Awakening VR screenshot
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Cosmic Awakening VR screenshot
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Cosmic Awakening VR screenshot