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    The release of Kingdom Hearts III is getting closer (scheduled for January 29) and Square Enix, via Twitter, decided to unveil some information on the content of the Day One Patch.

    Kingdom Hearts III, free patches coming soon

    On January 29 a first free update will be available to bring the game to version 1.01. The patch, in addition to correcting some problems, will implement in the main menu the “Memory Archive” (video) that can be consulted at any time and will contain information on the general plot of the franchise.

    On the 30th and 31st January, two other updates will be released to introduce two videos: Epilogue and Secret. You will be able to view the first only after completing the entire adventure, while the second will be available only to users who finish the game respecting certain requirements that will vary according to the level of difficulty selected.

    Kingdom Hearts III, coming on January 29 on Xbox One and PlayStation 4, promises an immersive gaming experience rich in content: in the various worlds, in fact, there will be no lack of things to do and between main missions, secondary assignments, fights, extra activities and mini-games, users will be spoiled for choice.

    Kingdom Hearts III bundle PS4 special

    PS4 in bundle and VR experience

    We remind you that on January 29 a special Kingdom Hearts III bundle will also be available in all Gamestop stores. It will contain a PlayStation 4 Pro equipped with a 1TB hard disk, matte black, decorated with an intricate pattern representing the emblem of Kingdom Hearts. Dualshock 4 wireless controller will in glossy black with decorative patterns on the touch pad will complet the bundle.

    Finally, since December 25th, owners of PlayStation VR have the opportunity to have fun with Kingdom Hearts: VR Experience, an interactive video of about 10 minutes that traces the history of the franchise through video sequences and engaging music. The experience in virtual reality is distributed in a totally free way through PlayStation Store.

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      Déraciné cover

      Déraciné VR

      Déraciné, the first virtual reality experience created by From Software, the studio behind notoriously punishing action role-playing games like Dark Souls and Bloodborne, isn’t what you’d expect. It’s not violent or particularly challenging.

      In fact, it has more in common with narrative-focused indie games like Gone Home and Everybody’s Gone to the Rapture than the rest of From’s catalog. So it’s important to go into Déraciné with the right expectations.

      No, it’s not Dark Souls in VR. Instead, it’s a beautiful, bite-sized story that explores the fantastical through an experience that feels surprisingly at home in VR.

      Déraciné is not Dark Souls in VR

      Déraciné takes place almost entirely within the confines of a small boarding school. You play as a faerie, a magical – and invisible – being who lives between moments in time. You explore the school during these quiet moments.

      As you float around, you’ll see people frozen in the midst of their activities, whether it’s a chef making a stew or some rowdy boys trying to climb the school’s roof.

      While they can’t see you, you do have the ability to interact with the world and its inhabitants in limited ways.

      You can pick up certain objects, for instance, like keys or books. As a faerie, you also wear magical rings that give you some slight control over the flow of time.

      The story starts out innocent enough. After proving to some of the students that you exist, they then ask you to help with a prank by collecting bitter herbs to ruin the dinner stew.

      Déraciné uses the fairly common teleport method of moving around in VR; instead of actually walking from place to place, you’re able to zip from one hot spot to the next.

      Déraciné

      For a lot of people, myself included, this can dramatically reduce the nausea that can still plague VR games. The game also requires PlayStation Move motion controllers, and you interact with the world by using them as your virtual hands.

      As you zip about the school, you’ll come across people and things that you can interact with. You can pick up a doll and examine it or swipe a packet of medicine from someone’s pocket. Sometimes, this will trigger an event and time will move forward slightly; other times, it will trigger off a memory, in which you listen to a moment from the past.

      A story purposefully disorienting

      Slowly, you’ll start to learn about the school and its inhabitants. Déraciné’s story is purposefully disjointed and occasionally disorienting, regularly jumping back and forth in time.

      Often, you’re exploring the exact same locations in different time periods, and toward the end, you’ll even be experiencing the same events multiple times, with only small changes.

      It can get confusing, though it’s hard to go into too much detail without spoiling things, and the real joy of Déraciné comes from unraveling its mystery.

      While this isn’t Bloodborne by any stretch, its narrative does share many of the same traits that fans of director Hidetaka Miyazaki have come to know and love.

      It rarely spells out events fully for you, and while it starts out as a relatively lighthearted story about some kids in a quiet school, it eventually takes a dark turn that will have you questioning your own place in the story.

      It makes you feel culpable and guilty in the same way taking down a dignified Dark Souls monster does.

      Déraciné

      Structurally, the game follows the “walking sim” template popularized by games like Firewatch, where you can explore without worrying about being killed or running out of time.

      What really makes the game stand out, though, is the added immersion that comes from VR. The world of Déraciné is impeccably detailed, and being able to get close to people or objects, and sometimes being able to turn them over in your hands, adds an important texture to the world.

      This is especially important in a game that’s all about scouring your environment for information. It feels less like you’re wandering around a video game, and more like you’re exploring an actual place.

      That said, the game commits the unforgivable sin of including a very good dog that you can’t pet with your ghostly hands.

      You’re a wraith-like faerie

      The conceit that you’re a wraith-like faerie even gets around some of the issues inherent in VR.

      It doesn’t feel strange that you can teleport around the school, and it’s not so jarring when your spectral hands clip through objects.

      That said, while Déraciné mostly benefits from virtual reality, there are elements of this style of game that are worsened by the headset.

      Déraciné’s story necessitates a lot of backtracking, which gets especially tedious in VR.

      Similarly, while the puzzles in Déraciné are mostly easy to figure out, there were a few times when I missed a specific item or clue and found myself unable to proceed.

      Those moments of frustration are exacerbated when you’re fully immersed in the experience.

      At around five hours long, Déraciné is short enough that these problems never become overwhelming. And while it’s not a particularly original or groundbreaking experience, it does do something very important.

      Much of VR right now is focused on brand-new kinds of games that are only possible with a headset.

      Déraciné goes in a different direction. It takes a style of story-driven adventure game that’s already a known quantity, and shows how it can be enhanced by virtual reality.

      It might not be what you expected of From Software, but it’s still worth seeing what it’s like to be a faerie for a few hours.

      Source: The Verge – virtual reality

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      A new multiplayer location-based VR arena

      Since the launch of its official Kickstarter back in 2014, Virtuix’s omnidirectional treadmill, referred to as the Virtuix Omni, has struggled to find a place in the constantly changing landscape that is the VR industry.

      As a result, the company is exiting the at-home virtual reality market in search of greener pastures in which to implement its unique treadmill-based locomotion solution.

      Developed in partnership with Funovation, a developer of small-footprint attractions, Virtuix is launching a brand new location-based attraction, the Omniverse VR Arena.

      All in one VR e-sports market

      Designed as an all-in-one virtual reality e-sports market, the futuristic-looking arena features four individual VR set-ups, each of which equipped with four Omni platforms running on the companies improved Omni 2.0 motion technology.

      Powered by the Omniverse content platform, players will have access to 18 treadmill-compatible experiences in which to compete, with another seven currently in development.

      These include Omni Arena, Karnage Chronicles and Quivr, just to name a few. VR Arena features a seamless jump-in, jump-out experience, with only one staff member needed in order to operate the venue properly.

       

      VR Arena incorporates 2 years of customer feedback

      Social media integration also allows players to share gameplay footage and photos with friends online (this content will be watermarked with the venue’s logo and digital signature).

      VR Arena incorporates two years of customer feedback,” stated Jan Goetgeluk, Ceo of Virtuix, while speaking with VentureBeat. “We’ve listened to the concerns of our existing customers, particularly regarding the Omni’s player setup time and labor needs, and we’ve worked hard to address them.”

      VR Arena benefits from the maturity of the Omni, which is now a tested and proven technology. To date, we’ve shipped more than 3,000 Omni systems to over 500 entertainment venues in 45 countries, resulting in more than 500,000 Omni play sessions.”

      Virtuix will sponsor ongoing contests at arena locations, with over $5,000 USD in cash prizes available each month. The best-of-the-best can also duke it out for an annual prize pool of a whopping $50,000 USD.

      VR Arena will make its initial debut at  IAAPA Attractions Expo 2018 in Orlando, Florida, November 13th to November 16th. Visit here to sign up for a VIP demonstration, as well as a fast-pass to skip those pesky lines.

      Image Credit: Virtuix / Funovation

      The post Virtuix & Funovation Introduce Omniverse VR Esports Arena appeared first on VRScout.

      Source: VR Scout

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      Magic Leap best and brightest content

      Blood-thirsty robots, augmented board games, and life-sized space mechs were just a few of the offering at Magic Leap’s inaugural L.E.A.P. developer conference held at the Magic Box event space in downtown Los Angeles. The two-day conference offered visitors the chance to check out a myriad of upcoming experiences and updates for the Magic Leap One Creator Edition headset, as well as attend an impressive collection of keynote presentations lead by notable figures such as Richard Taylor, Co-Founder of Weta Workshop, John Donovan, Ceo of AT&T Communications, and Andy Serkis, actor and creator of Imaginarium Studios.

      Here’s a brief wrap-up on the demonstrations that wowed us the most.

      CREATE 1.1 (Magic Leap Studios)

      Available now via Magic Leap World, the 1.1 update to Magic Leap’s existing Project Create brings a variety of additional content to the world-building application. This includes new blocks, additional cubes, and a new interactive character.

      Take the new Recorder Cube, for instance. The unique tool allows you to record and import your own sounds for you to access at anytime. So, if you’ve ever wished you could build an AR drum kit composed entirely of various goat screams, much like myself, this is your lucky day.

      Magic Leap continues its love of space-themed objects with the brand new Astronaut character. There’s plenty of fun to be had as you watch the little space explorer react and interact with the world around him/her. I myself had a blast strapping the little dude to the giant sea turtle character and watching as the world’s most bizarre rodeo took place right before my very eyes.

      THE NAVIGATOR (Meow Wolf)

      Arguably the most physically impressive exhibit at the conference, Meow Wolf’s The Navigator put me in the cockpit of a life-size space exploration mech capable of moving entire solar system.

      However, that’s just a small aspect of the massive fictional universe the team as created for the this location-based AR adventure. Throughout my 10 minutes as an intergalactic pilot, I was tasked with analyzing various quadrants of space in search of a way to save my dying planet while using the Magic Leap headset to view a vibrant universe on my dash.

      However, the most interesting aspect of the experience was the total lack of combat – not something one would expect after stepping into the cockpit of a giant mech. Instead, my experience revolved entirely around exploration, puzzle-solving, and navigation using a variety of colorful touchscreen controls. Viewing the various planets with the Magic Leap One further immersed me in the experience in a way a conventional monitor couldn’t.

      This is just step one for Meow Wolf, however, as the team is currently planning on a cooperative Navigator experience that would double the amount of operational mechs involved. There’s even talks of bringing a massive, three-story structure to one of their popular venues in the near future.

      Air New Zealand Fact or Fantasy? (Air NZ)

      A bold attempt at AR board games, Air NZ hopes Air New Zealand Fact or Fantasy will deliver enough charm to bring one of gaming’s oldest mediums into the 21st Century while simultaneously educating players on the countries natural beauty.

      Using the Magic Leap One headset in conjunction with a custom 3D map of the two island nation, players can watch as the country springs to life. Whales breaching water, parachuters weaving through the various mountainous regions, even swarms of native birds that react to your movements; all of which taking place while an adorable Kiwi (a species of bird native to New Zealand) quizzes you on a variety of true/false questions regarding the gorgeous country. Players selected their answers by hovering their hand over corresponding AR buttons.

      As I was presented with questions, which ranged from the nations wildlife to its popular tourist attractions, I stood and smiled as a captivating animation enhanced each inquiry. For instance, after correctly answering a question regarding New Zealand’s sea life, I watched as a massive whale pulled a Free Willy and made an impressive leap over one of the miniature islands. Each correct answer netted me a golden egg, which, after collecting the most, netted me 1st place among my disappointed colleagues. 

      PRESENCE OF HUMAN PERFORMANCE (Magic Leap XCap Studios)

      The award for the most Blade Runner-like experience goes to Magic Leap’s XCap Studios for sending a genuine shiver down my spine during a demonstration of their Presence of Human Performance exhibit.

      After being equipped with a headset I was instructed to enter an isolated room. In this living room-esque space was a wooden table with two chair set up on opposite ends. In one of the chairs (a real, physical chair) sat a young digital woman who motioned with her hand for me to sit in the chair opposite her. Upon sitting down, the character responded with joy before pointing at a real picture frame laying the table. She then pointed at a hook hanging from a real wall to my left, her right.

      I followed her instructions and hung the blank white canvas on the wall. I then watched as she happily began painting a gorgeous photo with only her finger, shooting me a quick glance every so often as if expecting me to compliment her work. It was a surreal experience that, at certain points, truly had me believing I wasn’t alone in that room.

      DR. GRORBORT’S INVADERS (Weta Workshop)

      We already covered Weta Workshop’s Dr. Grordbort’s Invaders , but the impressive tracking and colorful visuals presented throughout my demo earned the action-packed title yet another mention.

      The experience excellent use of space had me moving around the entirety of the room as I desperately tried to avoid incoming enemy fire. This was especially difficult as I often found myself distracted by the high level of detail featured on my mechanical enemies and the world they were spewing from.

      Equally as impressive was the exhibition space which was designed head-to-toe with Dr. Grordbort’s old-timey aesthetic. Out-of-date-furniture, classic wallpaper, and the mounted heads of various space aliens were littered among each play space. Even the bookshelves were filled with jars of alien body parts, each of which accompanied by hand-written labels featuring their own unique stories.

      While Magic Leap’s current hardware still has a long way to go before it’s capable of providing truly seamless augmented reality, the projects shown during L.E.A.P. gives hope that the company can continue to expand upon their impressive efforts.

      Magic Leap One Creator Edition is available now for $2,295 with an optional Professional Developer Package also available for $495.

      Image Credit: Magic Leap / Weta Workshop / Air NZ / Meow Wolf

      The post First-Ever L.E.A.P. Conference Teases The Future Of Magic Leap appeared first on VRScout.

      Source: VR Scout

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        Despite its reputation as a well-established, highly-respected independent film festival, Raindance isn’t a particularly flashy one. However, that lack of over-the-top glamour actually suits the event very well. There’s a certain tongue-in-cheek, down-to-earth British vibe present (right down to its playfully deprecating name) that makes it feel accessible, allowing visitors to feel comfortable discovering content they wouldn’t normally engage in. 

        It’s also one of the reasons why virtual reality pieces suit Raindance so well; the festival does a great job of making the experience all about the stories, with the focus on technology taking a back seat. Just like people in a movie theater aren’t constantly marveled at how a projector works, visitors who actually paid to experience the whopping 9 hours of VR content present at the event were after captivating stories and bold new experiences.

        Of course the festivals VR exhibit wouldn’t have succeeded without the tireless work from its curator, Mária Rakušanová, who has managed to scale this year’s virtual reality showcase in a really impressive way. Whereas last year’s virtual reality setup felt like a bit of a last-minute tag-on, the 2018 edition received well over 500 submissions from all over the world, from which they shortlisted 33.

        In the space of a year, Rakušanová also found that the quality bar had been raised considerably across the board, which was reflected in the fact that the Raindance Gallery of Immersive Stories and Interactive Worlds was sold out for the entirety of the three-day event. 

        You can see some of the highlights from the Gallery, including various VR category winners for the Raindance awards (3 new categories were also introduced for the first time this year) some of which we’ve previously covered, such as the BBC project Nothing To Be Written which won Best UK experience and  7 Miracles which bagged the Spirit of Raindance: VR Film Of The Festival gong.

        Transference, which was co-directed by Elijah Wood and produced by his company SpectreVision, was the winner of Best Interactive Narrative Experience award. It’s a psychological thriller placing you face-to-face with a fractured family as you delve into their minds. As you navigate a home filled with secrets you need to collect evidence of the family’s history in order to find out how you can help repair their lives.

        The Apple is a Chinese, Japanese and Korean co-production which won Best Multi-Person Experience award at Raindance . This is a room-scale (50m2) multi-person VR experience for up to 4 people. You don a Vive Pro headset, equipped with leap-motion sensors for hand tracking, and are also able to communicate with your partner via voice. Together you journey through various stages of life entering new fantasy worlds.

        Here and there you’re guided by a cute cat that appears out of nowhere and disappears when you jointly arrive to a new destination. Each life stage is represented by distinctive styles of movement that are a metaphor for the human journey from beginning to end.

        The experience has references to Adam and Eve in the Garden of Eden, Newton and Gravity (you move up and down various platforms to enter new worlds), and the lead character, The Philosopher, resembles Steve Jobs,” explains Rakušanová, who said it was one of their most popular experiences. “Audience members intuitively held hands during the entire experience, and freely walked around the space.”

        My Africa is a project by Conservation International to educate audiences about Reteti, a community run Elephant Sanctuary in Kenya, working to save elephants, reknitting an ancient coexistence between people and wildlife.  The VR experience consists of two elements. The first is a 360 film, shot by British cinematographer Chris Campkin, who literally had to battle lions running off with his camera rig during the shoot, as this video shows.

        The room-scale interactive VR experience created Elliott Round, on the other hand, allows you to become an elephant keeper and care for Dudu, an orphaned baby elephant, nursing her back to health. Dudu was created from thousands of photographs and detailed CGI to look incredibly real. Rakušanová says the experience proved extremely popular with kids and adults alike at the festival, and rates it as the most engaging VR for Social Impact experience she’s seen in 2018.

        Madrid Noir (winner of Discovery Award: Best Debut Experience that recognises first-time VR creators) is a beautifully animated, fun and playful VR short in which you encounter Manolo, a detective from Madrid, who falls in love with Paquita, an almost painfully cute pug puppy that Rakušanová swears behaves more like a pug than real-life pugs (I have a feeling that she might have a thing for pugs, but then that’s hardly unusual, hence the popularity of the experience).

        Hotel Zentai is another piece that explores what can be done with longer-form VR content. Clocking in at 40 minutes long, this 360 film is a surprising mix of comedy and sensuality. For those not familiar with it, Zentai is the practice of having sex without actually having sex – by wearing full body suits while rubbing and hugging one another.

        The film takes place in the eponymous hotel based in Santiago De Chile, and through music and dance tells four intertwining stories: a mother and daughter recognise each other in a ritual, a man can’t decide what to wear, a coach loses his authority, and two lovers never see each other’s faces. Ambitious and intriguing, this really shows how VR enables people to tell different stories in a different way. Well worth checking out.

        Inside Tumucumaque is A room-scale animated virtual reality documentary featuring Tumucumaque, the largest rainforest preserve in north-eastern Brazil You switch between a third-person POV and first-person through the eyes of five different animals: a poison dart frog, a black caiman, an eagle, a tarantula, and a vampire bat. When you’re embodying each animal, their perceptions are interpreted as sensory experiences using a huge range of tools such as ultraviolet colour spectra, movements in super-slow motion, visualizations of echo sounder tracking and colour night-vision as well as spatial 3D sound.

        There has clearly been a huge amount of work and care poured into this, and Rakušanová tells me that the team at the Interactive Media Foundation meticulously recreated over 2000 plants in CG, developing the models, textures and animations of plants in collaboration with scientists from the Berlin Museum of Natural History. The binaural sound design incorporates original sounds which were recorded on site and atmospheric acoustics developed with original animal voices to create an authentic spatial sound impression of the Amazon region.

        Best Documentary Experience
went to Grenfell, Our Home  combines witness testimonials from the London Grenfell Tower fire (filmed in 360) with computer-generated animation to offer a view not only of how the fire affected the lives of those survivors, but also of the vibrant community that existed there before the tragedy, something that can now only be experienced through this type of virtual reconstruction. It opens up some interesting possibilities around the power of VR pieces to help address trauma and repair communities.

          Awake: Episode One also won a Special Jury Mention for Best Interactive Narrative Experience, telling the story of Harry, a prisoner in his own house and lost in his mind, obsessed with discovering the truth behind a recurring dream of his departed wife.

        But if there were a prize for best-named experience, surely it would have to go to the piece named The Evolution of Testicles which in fact won the Best Social Impact Experience category. Produced for the Male Cancer Awareness Campaign, this is part of the Oculus VR for Good Creators Lab, where filmmakers are paired with nonprofits to make great virtual reality in the name of social good.

        As the name suggests, the experience aims to raise awareness about testicular cancer, but does so through the medium of laughter, brilliantly delivered by one of my favorite comedians, Chris O’Dowd, who can pretty much make any topic sound hilarious. O’Dowd commented after the win that the social impact of the medium was very important, but also marveled at the fact that, in his words, “we’ve won for a film about men checking their balls!

        It’s a brave and exciting new world for VR content. I for one can’t wait to see what next years festival brings us.

        Image Credit: Raindance Film Festival 

        The post The Best VR Experiences From Raindance Film Festival 2018 appeared first on VRScout.

        Source: VR Scout

        tales for halloweenight in AR

        Unlock a terrifying AR experience with John Carpenter’s Tales for a HalloweeNight Vol 4

        When it comes to classic slasher horror films, the name John Carpenter is almost always the first that comes to mind. Ever since he introduced the world to Michael Myers in his 1978 terror classic, Halloween, very few people have been able to sleep soundly after hearing a faint crack coming from their closet.

        With extensive resume boasting some of horror’s greatest films, the legendary director is often considered the master of cinematic horror. The man is so talented, in fact, that he’s managed to terrify audiences using only two slowly repeating notes on a synthesizer, creating a unique sound that can only be described as “unsettling.”

        Carpenter’s most recent ambitions has him exploring the world of graphic novels with a series of shorts stories entitled ‘Tales for a HalloweeNight,’ available through Storm King Comics. Volume 4 of the series was just recently released and if you happen to own a copy of the 2018 New York Comic Con exclusive, then you have the ability to unlock a special augmented reality (AR) experience, built by the folks over at the ARFirm, that will have you thinking twice before gazing out the window the next rainy night.

        In an exclusive interview with VRScout, Sandy King, President of Storm King Productions and wife of John Carpenter – who has worked with the likes of Francis Ford Coppola, Michael Mann, John Hughes, and has produced horror films such as They Live, Village of the Damned, Ghosts of Mars, and Vampires: Los Muertos – talked about the role AR plays in their 2018 NYCC exclusive comic book.

        I didn’t want to overdo variants and milk the fans or even retail on doing too many covers, so we only did one variant cover for the 2018 NYCC exclusive, which was created by artist Cat Staggs.” King continues, “That’s where the collectors are, and I wanted to do something special for them. So instead of 10 covers, we used AR to give collectors more.”

        Tales for a HalloweenNight Vol 4 in AR

        Tales for a HalloweeNight Vol 4 is an anthology of short stories featuring a cover by Cat Staggs that is a short story within itself, which is why King felt that augmented reality would be very successful for this book.

        With the success of Tales for a HalloweeNight Vol 1 – 3, King was excited to get this collection of anxiety-inducing stories together and into the hands of the fans. As a bonus, it was also an opportunity for her to collaborate with others to bring an AR experience to a book produced by Storm King Comics.

        I worked with Jorge Norgaard, he’s this great art director and artist at the ARFirm. I showed him Cats artwork for the cover, and he then with Cat directly about the story she had in her head. Jorge would then send me roughs, and I’d work with him on direction,” King then adds, “and then John’s music is scored into the AR experience as well. He’s watching the cover come to life and then creating music as he hears it in his head, so we made it this whole collaborative adventure.”

        You need a copy of 2018 NYCC to unlock the AR experience

        To unlock the augmented reality experience, you will need to get your hands on a copy of the 2018 NYCC Tales for a HalloweeNight Vol 4 exclusive, which will soon be available in very limited numbers via the Storm King Productions website.  You will also need to download the Storm King Productions app, which can be found on the iOS and Android store, in order to launch the AR experience. But be warned, you may be unlocking a terrifying nightmare that could haunt you forever.

        Tales for a HalloweeNight Vol 4 includes stories from Elena Carrillo, John Carpenter, David J. Schow, Duane Swierczynski, Joe Harris, Amanda Deibert, Dennis Calero, Renae Deliz, Frank Tieri, and Sandy King, along with artwork from Jaime Carrillo, Cat Staggs, Nick Percival, Greg Scott, Megan Hutchison, Dennis Calero, Ray Dillon, and Jason Felix; including an introduction from 30 Days of Nights writer, Steve Niles.

        The latest installment of John Carpenter’s, Halloween series will be in theaters on October 19th and stars Jamie Lee Curtis returning as Laurie Strode, the sister of Michael Myers, along with Judy Greer, Andi Matichak, James Jude Courtney, and Nick Castle. The film is directed by David Gordon Green.

        Image Credit: Storm King Comics

        The post John Carpenter’s ‘Tales For A HalloweeNight Vol 4′ Brought To Life With AR appeared first on VRScout.

        Source: VR Scout

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          Shepard Fairey launches VR/AR art exhibit

          Last year, street artist Shepard Fairey, best known as the founder of OBEY clothing and the creator of the prolific “Hope” image featuring former President Barack Obama, launched “Damaged,” a wildly popular, limited run art exhibit in Los Angeles.

          It was the artist/activists largest solo exhibition to date, offering a selection of artwork centered around the “diverse Americans most affected by current policies and social issues.”

          Captured and preserved using advanced laser scanning and volumetric photogrammetry technology, that same exhibit is now available to view from home using virtual and augmented reality.

          “Damaged” VR/AR: over 100 minutes of narration

          Users can download the “Damaged” app on a variety of major headsets to enter an immersive, VR showroom of interactive artwork, complete with over 100 minutes of narration by Shepard Fairey himself.

          Users can also download the app on their iOS or Android devices and physically walk around the digital exhibit using augmented reality.

          We are absolutely thrilled to have the opportunity to work with Shepard Fairey on this project as his visionary thinking is so aligned with out,” says Jacob Koo, Ceo and Founder of VRt Ventures.

          Our vision, which Shepard is helping us move forward, is to turn every museum, gallery and art exhibition into a virtual reality experience through our mobile app, preserving and archiving amazing exhibits, democratizing art and making it available for people all over the world to experiences.”

          As an artist, I understand that no matter how much time I put into a solo exhibition, there is only a finite amount of time that people can experience it in person before it goes away forever,” adds Shepard Fairey.

          In partnering with VRt Ventures, I am excited to know that art fans all around the world will be able to experience my largest solo exhibit to date in a profoundly powerful way through the “Damaged” mobile app even though they weren’t able to make it to Los Angeles where it debuted last year. Making art accessible is very important to me and I am happy to partner with VRt Ventures who share my philosophy.”

          “Damaged” is now available for $4.99 USD on Oculus, Steam VR, Samsung Gear VR, iOS App Store, and Google Play Store.

          Image Credit: VRt Ventures / Shepard Fairey

          The post Artist Behind Famous Obama “Hope” Poster Launches VR/AR Exhibit appeared first on VRScout.

          Source: VR Scout

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            Let’s hear it for the girl: Jodie Whittaker’s debut as the Thirteenth Doctor marked the highest-ever Doctor Who series launch since its return in 2005. Following much pomp and circumstance over the first female Doctor and her new showrunner, “The Woman Who Fell to Earth” was seen by a whopping 10.8 million viewers, according to the Broadcasters’ Audience Research Board (BARB).

            For reference, 2005 series premiere “Rose,” which marked the end of the show’s 16-year hiatus, was watched by 10.8 million people. “The consolidated volume also makes Doctor Who the No. 1 drama launch of the year so far,” the BBC boasted.

            Doctor Who

            Girl power! (via BBC)

            It even beat critically acclaimed spy drama Killing Eve, which finally hit UK screens in September. “On behalf of the entire Doctor Who team, a huge thank you to viewers for taking Jodie’s Doctor and her new friends into their hearts, in such huge numbers,” head writer Chris Chibnall said in a statement.

            It’s a thrill being deluged with pictures of families snuggled up together, kids (and adults) hiding behind sofas (they actually do that!), and seeing all the extraordinary creative artwork inspired by the show,” he continued.

            Despite criticism from pouty fans over the space-and-time-travelling alien’s sex change, folks still turned up and tuned in to see what a new lead actor will bring to the series.

            Doctor Who

            I’m getting “Are you my mummy?” vibes (via BBC)

            It’s incredibly exciting to see the audience responding to Jodie Whittaker’s Thirteenth Doctor in such huge numbers,” Charlotte Moore, director of BBC Content, said. “The brilliant Chris Chibnall’s new series is an epic adventure on every level, full of so much wit but a scary, edge-of-your-seat adrenaline rush, too.”

            The debut episode also received 2 million requests through BBC’s iPlayer Internet streaming and catch-up service in the seven days following its broadcast. “The journey of the Thirteenth Doctor is only just beginning,” Chibnall teased. “Next stop: Alabama, 1955.”

            The post Record ‘Doctor Who’ Ratings Prove Jodie Whittaker Brings Big Audiences appeared first on Geek.com.

            Source: Geek.com