Tags Posts tagged with "virtual reality"

virtual reality

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

    Kingdom Hearts III, free patches coming soon

    On January 29th a first free update will then be available which will 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 published that will 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 29th 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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      Pimax 8K VR cover

      The wait is over: Pimax, Chinese group that develops virtual reality viewers of which we already talked about, first started the pre-orders and then officially launched on the market its new 8K and 5K Plus viewers (as well as a new release of the 5K, the “Business Edition” or 5K BE).

      All prices of VR viewers

      Prices are not really chea: 900 dollars for 8K viewer, 700 dollars for 5K Plus and 1,000 dollars for 5K BE. To make a comparison, Htc Vive Pro costs 800 dollars, Htc Vive 500 dollars, Oculus Rift costs 600 dollars, Oculus Quest 400 dollars and Oculus Go 200 dollars, while Playstation VR costs 500 dollars.

      Delivery Times

      As for the delivery time, while the specimens booked in the pre-order phase will be shipped in the second half of January 2019, so around 90 days after pre-order, viewers ordered from now on should be shipped from mid-February onwards (and in any case after all the copies sent to the members of the campaign have been handed over Kickstarter and then all the viewers of the pre-orders). Pimax 8k Kickstarter

      On Kickstarter it was a success

      Pimax 8K was developed thanks to the funds raised by the most successful Kickstarter campaign ever (4.236 million dollars collected in 2017), while Pimax 5K BE was offered to campaign supporters instead of 5K as originally planned. Here are the technical specifications of the two new Pimax viewers.

      Technical specs of Pimax 8K and 5K Plus

      Pimax 8K

      • Displays: Clpl (Customized low persistence liquid)
      • Resolution: 3.840 × 2.160 per display (7.680 × 2.160 total), equivalent to two 4K dispalys
      • Input content: upgraded from 2.560 × 1.440
      • Motion to photon latency: <15ms
      • Refresh Rate: 80 Hz with Brainwarp support
      • Field of view (Fov): about 200 diagonally degree
      • Audio: 3,5 mm audio jack, integrated microphone
      • Output: Usb 2.0/3.0, DP 1.4
      • Tracking: SteamVR 1.0 and 2.0
      • Content: all those in SteamVR and Oculus Home
      • Fitting: adjustable head strap (optional luxury strap), IPD adjustment, VR frame
      • Minimum recommended Gpu: Nvidia GeForce GTX 1080Ti and AMD equivalent or higher

      Pimax 5K Plus

      • Schermi: Clpl (Customized low persistence liquid)
      • Resolution: 2.560 × 1.440 per display (5.120 × 1.440 total), equivalent to QHD
      • Input content: 2.560 × 1.440 native
      • Motion to photon latency: <15ms
      • Refresh Rate: 90 Hz with Brainwarp support
      • Field of view (Fov): about 200 diagonally degree
      • Audio: 3,5 mm audio jack, integrated microphone
      • Output: Usb 2.0/3.0, DP 1.4
      • Tracking: SteamVR 1.0 and 2.0
      • Content: all those in SteamVR and Oculus Home
      • Fitting: adjustable head strap (optional luxury strap), IPD adjustment, VR frame
      • Minimum recommended Gpu: Nvidia GeForce GTX GTX 1070 and AMD equivalent or higher

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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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        Coca-Cola teams with NASCAR to get you off the couch and into the pit

        Thanks to a new partnership between NASCAR and Coca-Cola, racecar fans will soon be able to place a 3D AR Coca-Cola can in their real-world environment and use it to open up a portal that will transport them back in time to historic racing moments, including team celebrations in Victory Lane, racecar burnouts from champion drivers, and other thrilling moments.

        The AR experience can be launched using NASCAR’s mobile app and will be available for all 10 weeks of the 2018 Monster Energy NASCAR Cup Series Playoff as part of the organizations attempt to expand past traditional TV broadcasting.

        To encourage you to use the app each and every week, NASCAR and Coca-Cola have committed to adding new 360-content following each NASCAR Playoff race, leading up to the big 2018 Monster Energy NASCAR Cup Series Championship at Homestead-Miami Speedway in November.

        For NASCAR, this partnership with Coca-Cola would provide them with cutting-edge technology that delivers something more than a mere visual experience. Instead, they offer an interactive experience that racing fans watching from home can truly appreciate.

        In an official NASCAR press release, Tim Clark, NASCAR Digital Media VP, said, “NASCAR is always looking for unique ways to engage fans and bring them closer to the sport, especially during the most exciting time in our season.” Adding, “Together with Coca-Cola, we’re inviting fans to step right into the NASCAR Playoffs and experience the action, pageantry and emotion like never before.”

        With the racecar fan base slowly dwindling due to a lack of interest by younger sports fans, NASCAR is looking at modern technology, such as augmented reality and virtual reality, as a possible solution. For Coca-Cola, it’s an opportunity to engage with a ferociously loyal fanbase. As augmented and virtual reality technology continues to evolve, so has the approach of how the sports industry utilizes the technology.

        Virtually every major sports industry has in some capacity turned to virtual reality or augmented reality to deliver fans something more than a traditional viewing experience.  Fans want to be able to sit in the front row, access additional stats on players at any time; virtual reality and augmented reality not only allow that, but also have the ability to direct and personalize your sports watching experience.

        The NCAA allowed fans to sit court-side through virtual reality during March Madness, the NBA has teamed up with TNT to create a sport viewing experience where you could interact with the game, and engage in recaps, highlights, and stats, and, just recently, MLB conducted their first-ever ‘Home Run Derby VR Little League Challenge’.

        Sports broadcasters have also turned to augmented reality to tell a better story, using cutting-edge AR visuals to provide fans with more engaging sports updates. For example, look at how broadcasters used augmented reality to help viewers at home have a better understanding of the Tour de France.

        But what about the athletes themselves? How are they using augmented and virtual reality?

        More and more athletes are turning to immersive training as way to sharpen their decision-making as well as build muscle memory; improvements they can then take to the field, court or ice, or track.

        One of the leading companies in AR/VR sports training, STRIVR, have worked with the U.S. Olympic Ski Team, PGA Golfers, and other various sports teams on various projects in the past. Their most recent client, The Washington Capitals, won the 2018 NHL Stanley Cup. Is it coincidence that the team who won the championship also trained in virtual reality? Maybe, or maybe not.

        The NFL even turned to virtual reality to assist with employee training in areas such as workspace diversity, sexism, and racism, putting employees and even athletes in someone else’s shoes so they can see what it’s like to be on the opposite end of a problematic situation.

        AR and VR are transforming the sports industry, and surely NASCAR’s partnership with Coca-Cola to use augmented reality is just the beginning.

        This past year, Coca-Cola announced that they will be using augmented reality to take consumers “beyond the real thing”, during the Adobe Symposium in Singapore back in August. The new tagline, which is a play off of Coke’s more iconic tagline, “It’s the real thing,” will reflect the evolution and direction of Coca-Cola’s marketing moving forward.

        Up next for Coca-Cola, who by the way have been playing around with AR since 2014, will be the upcoming 2020 Olympics in Tokyo, where Coke is a big sponsor. You can bet that augmented reality and virtual reality will play an incredibly large role in how fans at home will not just watch and participate with the various games.

        Image Credit: NASCAR / Coca-Cola

        The post Coca-Cola & NASCAR Lift The Hood To Unveil New AR Experience For Fans appeared first on VRScout.

        Source: VR Scout

        Powered by VR, The Wild’s cross-platform 3D design platform works much like Google Docs

        Last month, the developer of The Wild finally opened the gates to its cloud platform for collaborative 3D design across VR and AR.

        Founded by Gabe Paez, The Wild seeks to do what Google Docs does for collaborative word processing, but instead of fulfilling the role of an organizational tool, this app is meant to serve more creative purposes. 

        The magic of being human is connecting in spaces,” Paez said over a crowd of attendees at Portland’s local monthly Design Reality conference September 24th. “Why not design and experience something not only as we experience spaces by ourselves, but by how we experience those spaces together?

        On the stage, a woman held up an iPad with The Wild app loaded onto it. She pointed the camera directly at Paez, who was then standing off to the side in front of a pitch-black section of wall. On the opposite side of the room, Mischa, The Wild’s product manager, stood wearing an HTC Vive headset and a pair of Wand controllers.

        With the app connected between the two devices, Mischa was overlaid into the physical space behind Paez, where he was both designing inside of The Wild’s 3D environment and sharing screen space with Paez in real-time.

        An ideation tool for “spatial designers,” as Paez defines his target user base, The Wild is designed to support content hooks from major manufacturers and asset repositories. If you wanted to pull down a specific car model or piece of furniture for scale, you could do that. When importing your own content, you’re also able to port meshes and textures as you would with any other 3D design software.

        The Wild even comes with support for PBR textures. Since the collaborative software platform is targeted towards professionals, it does come with an entry fee, getting a seat.

        Seats are referred to as “Editors”, which have the ability to manipulate and directly interact with The Wild’s 3D environments. The Wild’s environments can also be exported for others to view without purchasing a seat.

        The primary industry that The Wild seeks to benefit first is AEC (architecture, engineering and construction), where “most of an architect’s job right now is to nail down details that are extremely rote; things that algorithms are better at,” according to Logan Smith of Bevel Space, who also spoke to the crowd at Design Reality.

        What happens when architects get freedom to play, create and share in real-time? Where previously, spatial design needed to be communicated in 2D language; with VR and AR, ideas can now be fully formed and natively communicated instantaneously.

        Beyond developing a platform for 3D designers to work creatively, The Wild seeks to bridge barriers for more efficient communication.

        According to Shaan Hurley, a 21 year veteran of design at Autodesk 3D spatialization software similar to The Wild is what helped the company refurbish the Towne Storage building in Southeast Portland earlier this year.

        Everything from the reconstruction of the building to the planning process was done in VR,” said Shaan in front of the Design Reality audience, mere minutes before Paez took to the stage.

        Even the move from Autodesk’s previous office, in Lake Oswego, OR, was facilitated with the use of VR and AR. Employees could see the refurbished Towne Storage building, explore its hallways, and even visualize parking spots. Unlike in 2D, the spatial communication provided by VR created comfort in all of Autodesk’s stakeholders.

        With unlimited 3D cloud storage, real-time collaboration, dynamic lighting/global illumination and more advanced features, The Wild presents a significant contender in 3D spatial design. If you’re interested in exploring The Wild for yourself, you can set it up today on HTC Vive, Oculus Rift, Windows Mixed Reality, any AR-ready device, and/or desktop.

        Image Credit: The Wild

        The post ‘The Wild’ Is A Platform For Collaborative 3D Design In VR & AR appeared first on VRScout.

        Source: VR Scout

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          Macy’s further embraces immersive technology expanding its in-store VR program

          Clothing giant Macy’s is teaming up with Facebook and 3D streaming company Marxent to collaborate on bringing in new brands and marketing opportunities using virtual relity. The retailer will even be providing headsets for use in stores.

          We are focused on providing customers with fresh experiences, and we are always looking for new ways to engage our customers in store, online and via our mobile app,” said Hal Lawton, president of Macy’s, according to Anne Flynn Wear of FurnitureToday.com. “Our technology enhancements are practical applications that will engage our customers while also driving sales.” Macy’s hopes that implementing immersive technologies all along their supply chain will give customers an easier shopping experience and increase revenue.

          The Market @ Macy’s” is a new area within stores. It “rotates a handful of brands in and out — to two more Macy’s locations, at Lenox Square Mall in Atlanta and Century City in Los Angeles, in November, bringing the total to 12 across the U.S.,” according to CNBC’s Lauren Thomas. “These shops are located at what Macy’s says are some of its most-trafficked stores, including Herald Square in New York.”

          The company’s partnership with Facebook will add 150 clothing brands to its repertoire which advertise on the social platform. Late November, the clothing chain is scheduled to add two new pop-up shops featuring their immersive campaign.

          Macy’s is using AR extensively for furniture ad campaigns as well. “With VR technology, we can offer a full range of furniture with as little as 5,000 square feet of space – down from 20,000 square feet previously,” said Ceo Jeff Gennette according to Wear. “This will enable us to expand furniture sales at our smaller stores.”

          Linked here is a video of Macy’s AR furniture experience, which appears to be similar to SIMS and design-based games that’ve been popular since the ’90’s.

          Former Macy’s advertising strategy employee Irene Stolyarov thinks using virtual reality for the company’s furniture department “is an awesome idea.” She continued, “those are all big ticket items and cost lots so its important to be able to get a feel for how they look in real life. Something like VR would be great [at Macy’s] if it meant I could get a feel and not have to actually go in store.”

          Stolyarov said its effectiveness will depend on how immersive the technology is: “The fabric and that sort of stuff is really important. […] You should be able to touch it and feel like you are in the store doing the same.”

          Currently the Email and Push Marketing Specialist at San Francisco-based vintage clothing platform ModCloth, Stolyarov worked for Macy’s from 2015 to 2017. She has used VR to market camping gear at ModCloth and said it was an exciting new option in clothing sales strategy. ModCloth currently doesn’t have software for VR or AR set up but is exploring options for immersive technology in the future.

          Other retail companies embracing VR and AR include department stores like JC Penny and Nordstrom which are exploring immersive technologies in their physical locations. Meanwhile, Walmart is stocking 30 percent more toys and hosting toy events in an attempt to bid for children’s games and toys following the closing of Toys ‘R Us.

          And some stores, including Macy’s itself, are creating “Instagram-worthy” exhibits with experiences for shoppers like ice cream and bouncy-ball rooms reminiscent of pop-singer Ariana Grande’s Spotify Sweetener experience or the Museum of Ice Cream.

          Macy's via CNBC

          The company added virtual mirrors to 50 stores in the makeup department and apps for shoppers to use AR on their phones to try on makeup at home as well.

          These immersive techniques appear to be working. Coresight Research said that online retail sales for Macy’s are expected to grow nearly 16 percent over winter 2018 as compared to one year ago, Thomas wrote.

          And customers who used VR whilst shopping increased their basket size by 60 percent according to Wear.

          Image Credit: Digital Commerce 360 & CNBC respectively

          The post Macy’s Brings VR Ad Campaign To 69 Stores In Conjunction With Facebook & Marxent appeared first on VRScout.

          Source: VR Scout

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          BeatReality Vive Focus

          Available on the Vive Focus — HTC’s China-only replacement for its discontinued Daydream headset — Beat Reality generates a colorful filter that allows you to experience any locale with literal rose-tinted glasses.

          Created by Enea Le Fons and Anthony “SkarredGhost” Vitillo as a result of their #30DaysInVR collaboration, the app presents a mixed reality (MR) overlay that adjusts color and brightness based on sound.

          For example, playing percussive music makes your entire view come to life, as if everything in front of you were made of pulsing neon filaments.

          While it’s only been released on the Vive Focus so far, Western audiences may soon have access to Beat Reality and/or similar visualizer apps with the proliferation of MR passthrough cameras on standalone headsets, similar to features we’ve seen on hardware such as Magic Leap One Creator Edition, Oculus Quest and the Lenovo Mirage Solo.

          Taking a deeper dive into the creation of Beat Reality, I interviewed co-creator Anthony Vitillo over a series of emails. In this interview, Vitillo shares tips for other immersive developers and the challenges the creators faced during development.

          VRSCOUT: For somebody who isn’t familiar with MR, how would you describe Beat Reality?

          VITILLO: “Beat Reality is a Mixed Reality experience that turns the world into your dance floor wherever you are; at home, in the office, etc. You can turn on your stereo, raise the volume, put your Vive Focus on and launch Beat Reality to enjoy the music as if you were in a discotheque. The experience will show the reality around you, but modified so that it beats following the rhythm of your music. It’s a synesthetic experience that will mix your visuals with what you hear.

          I’ve tried it in the office putting on some 90s dance music and it was [a lot of fun]. Well, maybe not for the people in the nearby offices, but for me [it was] for sure. I could see the edges of the world around me, all pumping with bright colors following [the music], a bit like when you are in a disco and everything is dark [minus] the spotlights that cast light following the music.

          Of course it can also be used in actual dance floors: various underground DJs that have tried it, have found it amazing. Also artists find it interesting, because it can modify your reality in an original way. It’s a new way to [enjoy music].”

          How would you pitch Beat Reality to a friend or family member?

          “I’ll define it as ‘An innovative portable discotheque.’ A new way to enjoy music. With some magic, [it] can make you have the sensation of being in a futuristic dancefloor wherever you are.”

          I understand this isn’t your first time writing an mixed reality app. What did you learn from your previous project?

           “Well, I have a failed startup on my shoulder[s]. It was called Immotionar, and it was focused on full-body virtual reality using Kinect. Everybody was amazed by our product and we won some awards, but we failed. The reasons are many, and I have described them in our post mortem, but one of them was that we spent too much time creating something that people were not interested in buying.

          The lesson is: start small, throw some little apps and ideas in the wild and adjust them with user feedback. And if things do not work, abandon them immediately. Fail as fast as you can. Especially with VR, [where] succeeding is harder than in other more mature sectors.

          And this is what we are doing with Beat Reality: it is not a monster project with thousands of features, but a simple experience that does few things, and do[es] them well. We have lots of ideas to improve it, but we are also waiting to see the [user feedback] to decide what [the priorities are]. So, my philosophy is now doing [things slowly], one step after the other, investing only in projects and features [that] people are really interest[ed] in using.”

          What inspired you to write Beat Reality?

          “Well, the actual inventor is Enea Le Fons, the guy [behind] #30DaysInVR. We became friend[s] during the #30DaysInVR initiative and sometimes we talk about XR together. He is a creative and [always has] tons of ideas. He is also very fond of underground dance music and makes jam sessions, DJ sets and all kind[s] of stuff.

          One day, among other things, he told me that it would have been cool to see [the world as being made of edges] pumping [to] the rhythm of music. I think he had no idea that some days later I could come up with an actual prototype of this […] with the Vive Focus. He got super excited; I’ve rarely seen him so happy. After that, we started iterating that prototype to transform it into something that could be amazing for our users.”

          The Vive Focus controller, as seen from inside Beat Reality.

          Are you planning to port the app to the Oculus Quest or Mirage Solo?

          “Maybe. I’ve heard that Google is opening the Daydream platform to MR apps and also Oculus is working on some kind of passthrough for the Quest, even if the 4 cameras are positioned in the corners and […] are in an ideal arrangement for [Mixed Reality passthrough]. Carmack has said they are working on this. Let’s see what the god of gaming will do.

          We’re not planning, [for sure], to port it in the very short term. As I’ve said, we are now more focused on getting the first [feedback] from Viveport users. But in the future… [sic]”

          What was your greatest challenge while developing for the Vive Focus?

          “There’s almost no documentation. When looking for problems related to Vive Focus on Google, I always only find my own blog as an answer. It’s like this meme. Maybe using Baidu and searching in Chinese would be a little better, but I am still not at [a] master Chinese level.

          The Vive Wave SDK is interesting, but it is a new project and needs time to become mature. And the Focus should be launched in the Western market to be able to create a greater community around it.”

          Is there any hidden feature of Beat Reality that you’d like readers to know about?

          “Well, we are launching an update that will introduce two new modes: one to have a pixelated vision and the other to have a Matrix-like ASCII vision. If you use Beat Reality for some minutes [sic], you will unlock these two new amazing modes.

          Then something that people don’t always realize is that it is possible to shoot photos and GIFs inside the app! [By] connecting the Focus to the PC, it is possible to download them and share them with your friends on social media. Enea has made a lot of GIFs and they are really incredible. He [shoots] GIFs everywhere: in the car, in the house, alone, with friends, etc… you can find them at this GIPHY channel and see how this Beat Reality-vision can really make you feel reality in a new way.”

          What lessons did you learn from writing Beat Reality that you would share with other developers?

          “Well, I’d advise to try to break things. This is something that I love making… [sic] they give me an SDK and the first thing that I think is: how can I make with it something that is not allowed with it? And then I [go] crazy [trying] to realize it. With the Vive Focus, I already made a Unity Plugin to preview live in the headset what you are doing inside Unity. I made a plugin to make AR for the focus. And now I’m developing some Mixed Reality apps (Beat Reality, but also ‘Enter The Matrix’ that makes you see the world […] as in the movie The Matrix).

          I’m also experimenting with the beta of the Gesture SDK for the Focus, and I’ve already broken the rules shooting a selfie with the Vive Focus. When Mister President (Alvin Wang Graylin) saw the last one, he told me ‘Nice, but that thing has been done [sic] by us to stay on your head, not in your hand!’

          “Partnering with a creative genius like Enea, I’ve understood that [it] is for sure important to make ordinary things to earn money (I do consultancies on B2B AR and VR projects at New Technology Walkers), but it is also great to make extraordinary things in our “free-time” to push VR forward.

          So, I advise [every one] of you to spend some time each week to break the rules and try to do something different. And then share what you have made with the community […] breaking the rules requires creative solutions and a lot of trial and error. So, you have to [put in] a lot of effort to find the right road to do stuff.

          For instance, the first idea on how to make the edge vision would have required a complicated process that employed the use of OpenCV, but that would have had a terrible framerate on the headset. But then, after various thoughts and trials, I found the right path with a completely different GPU method.

          Don’t give up, continue pushing, try every possible road to arrive at the solution. In the end either you realize that what you are trying to do is impossible (in this case, do something else) or you will solve it and you will feel a great satisfaction. VR is a new field; there [are] a lot of new things we can create with it!”

          What are your closing thoughts on the launch of Beat Reality?

          “It has been a very interesting ride, and however it will go, I would have been happy [for] having done it. At the moment I’ve heard no negative feedback on Beat Reality, apart from it feeling a bit too little, but that’s a happy problem, because it means that people are liking this alpha version and want more from it.

          I really hope that people will understand how it is important to exploit Mixed Reality (something that has been underlined also by Oculus at its OC5 event) and how it is important to create VR applications that are not just games and do not try always to follow the rules.”

          Is there anything else you’d like to add?

          “I want to thank you, Gabriel, for having given me the opportunity to have this interview; Enea for the wonderful collaboration we had together; my (business) partner Massimiliano Ariani for the help he gave us; and Mister President for being so inspiring and supportive during the whole development of the project.”

          Beat Reality launched on September 14 for the Vive Focus. If you’re able to get your hands on one, the app is free on the Viveport app market and you can play with it immediately. Also, you’re invited to go ahead and follow Anthony Vitillo (aka SkarredGhost) on his official blog over at https://skarredghost.com, where he posts all kinds of useful mixed reality development information in his regular blog posts.

          The post Vive Focus App Turns Your Living Room Into A Dance Floor appeared first on VRScout.

          Source: VR Scout