Hands-on: ‘VR Funhouse’ Brings NVIDIA’s Most Advanced Physics Into VR

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NVIDIA recently announced VR Funhouse, a new virtual reality experience which showcases the company’s GPU-based physics systems.

‘VR Funhouse’ is NVIDIA’s Virtual Reality Physics Sandbox

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NVIDIA today announced a number of software tools and updates to go along with the company’s newest GPU, the long-awaited GeForce GTX 1080 and the budget GTX 1070. Among them was a VR sandbox that shows off all the cool physics-based interactions you can have with the greater horsepower afforded by the new hardware and software optimizations.

NVIDIA GTX 1070 is Faster Than Titan X for $379, Coming June 10th

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Nvidia just announced the GTX 1070, a card based on the new Pascal 16nm FinFET architecture that outperforms the Titan X and it’ll retail for $379. Plus, you’ll be be able to buy it from June 10th.

NVIDIA Announces “Ansel” a New Tool that Captures In-Game 360 3D Photos

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NVIDIA CEO Jen-Hsun Huang today announced a new tool at the company’s ‘Special Event’ that will allow users to natively capture 360 images in-game, and then view them in VR headsets. The news accompanied the long-awaited announcement of the company’s newest GPU, the GTX 1080.

NVIDIA Reveals New GPU, GeForce GTX 1080 is Faster than the Titan X

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At a special event in Austin Texas this evening, GPU giant Nvidia have revealed their long awaited next generation graphics cards based on the company’s new ‘Pascal’ architecture and built to tackle the rigours of virtual reality. The first card available on this new architecture is the GTX 1080.

NVIDIA Special Event Livestream at 6pm PT

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Image courtesy NVIDIA

NVIDIA has announced a ‘Special Event’ which will be livestreamed starting at 6pm PT today (May 6th).

Reggie Watts to Perform Live Comedy Act in AltspaceVR

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Acclaimed comedian and musician Reggie Watts is bringing his surrealist lyrical style and infectious comedy act to virtual reality later this month. Fans can attend the show from within AltspaceVR’s social VR platform, or spectate via the YouTube livestream.

Dust Off Your Silly Hats: The Kentucky Derby Will Be Livestreamed in VR

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It’s that time of year again—when people pretend to care about horse racing by putting on ridiculous hats and getting drunk during the daytime. Yes, it’s the Kentucky Derby, and this time you can watch it live in your Gear VR headset starting Saturday.

‘Chornobyl360’, Cultivating Empathy for the Earth with Immersive Media

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Kirill-PokutnyyOn April 26, 1986, there was a catastrophic nuclear accident at the Chernobyl Nuclear Power Plant in Ukraine rated as the highest severity of level 7. Thirty years after the disaster, there are still ongoing construction projects to confine the disaster within the Chernobyl Exclusion Zone. A number of Ukrainian filmmakers are in the process of making an interactive documentary titled Chornobyl360 about these ongoing remediation efforts as well as the impact that it’s had on the surrounding area. I had a chance to catch up with producer Kirill Pokutnyy at SVVR to talk about the interactive documentary innovations, the long-term impact of nuclear energy disasters, and creating an empathy piece for the earth.

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There’s an ongoing Kickstart fundraising campaign for Chornobyl360 that is 22% funded with 24 days remaining.

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Music: Fatality & Summer Trip

Preview: ‘Ghibli VR’ Offers a Virtual Tour of Some of the World’s Most Beloved Anime

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The Boiler Room scene from 'Spirited Away'

Fans of the prolific anime production house Studio Ghibli, known for iconic films like Princess Mononoke (1997) and Kiki’s Delivery Service (1989), are probably already well aware of developer Nick Pittom and his Ghibli-inspired demos. Following a recent update, you can now pop your head into some of the most candid recreations of Studio Ghibli classics using the new Oculus Rift and HTC Vive.

Meet ‘V’, the Universal Dashboard That Pipes the Power of the Web Into Any VR Experience

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In the real world, most of us have a smartphone in our pocket which means we’re just a few taps away from a wealth of apps and services that enable us to do all manner of things, from communicating with friends, to listening to music, to referencing the vast library of knowledge that exists on the web. Ironically, when we put on a VR headset and become more intimately connected with the digital realm than ever, we actually lose access to many of those functions that we’re used to having simply because we can’t use our smartphones while in VR.

NextVR and TIME Inc. Partner to Bring 360 Content From Major Magazine Brands

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NextVR, the immersive video platform, today announced a partnership with publishing giant Time Inc. to develop live-streaming and on-demand 360 video for the company’s many brands, including Time, People, Entertainment Weekly and Sports Illustrated. Named LIFE VR, 360 content will be hosted on the NextVR app.

Crytek Executive Producer on Combining Presence, Gameplay, & Adventure in ‘The Climb’

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The Climb

Elijah-FreemanI didn’t expect that a VR rock-climbing game that used neck thrusts as one of the primary locomotion mechanics would be as immersive or fun as it was, but I was really impressed with the level of immersion and presence that I felt while playing Crytek’s The Climb, which was recently released for the Oculus Rift.

The Human Experience of Virtual Reality: A Model of the VR Landscape

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I gave a talk at Silicon Valley Virtual Reality Conference where I attempted to summarize highlights from over 400 Voices of VR podcast interviews. This was a daunting task which forced me to synthesize the emergent patterns that I’ve been seeing, and create an underlying structure that could help tell the story of all of the ways that VR might impact humanity. What resulted from this process was a framework and model for understanding the VR landscape that I’m calling “The Human Experience of Virtual Reality.”

Human-Experience-of-Virtual-Reality

These twelve spheres are spread out across two main axes between self and other on the horizontal plane and your private and public experiences on the vertical plane. You can either watch the video of this talk, or read a brief summary down below while listening to my presentation. I’ve also included a list of specific episodes that I mention during the talk down below.

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VR Fund’s Tipatat Chennavasin’s made the following visualization of the VR Landscape, which was a snapshot that he created from his more comprehensive and up-to-date Trello board titled “Virtual Reality Industry 2016”:

vr-fund-vr-landscape

I cross-referenced this visualization with my Voices of VR podcast interview backlog to discover that I had interviewed about 44% of the companies listed on Tipatat’s snapshot:

vr-fund-landscape-voices-of-vr

This felt like I had made a good start at covering the diversity of the VR landscape, but the thing that was most striking to me was that I wasn’t necessarily aiming to achieve a 100% completion rate. This caused me to look further to see if there might be a simpler approach to understanding the VR landscape that reflected what I’ve been discovering on the podcast, but also could guide me in the future in covering the evolving VR landscape. My next step was to visualized of all of the different guests on the Voices of VR podcast in order to see if there were any patterns that emerged:

Voices-of-VR-Interviews

I noticed that there were a lot of different topics and realms that I had explored that didn’t quite fit into Tiptat’s mapping of the VR landscape, which was very much motivated by the desire to track the start-up & established companies who are players within the VR space.

I wanted to have a more elegant, simple, and memorable system for helping me keep track of the virtual reality landscape, and so I came up with the following framework, which describes the different domains of “The Human Experience of Virtual Reality”:

Human-Experience-of-Virtual-Reality

The horizontal axis is between self and other. Some experiences are more focused on cultivate a sense of embodied presence where you can exert your agency and express your identity, while other experiences may be more about having you empathize with the story of another person and receive their story. My interview with Eric Darnell made it clear to me that there is a tension between empathy and agency. I personally don’t think that it will be impossible to eventually combine these two polar opposites within the same VR experience, but I do think that it will take some specific context shifts to move between a more passive and interactive mode of storytelling as I discussed with Devon Dolan in the four types of VR storytelling.

The vertical access is between private and public, represented by the personal experiences of connecting to a sense of home and family versus your public life and reputation, which is most often associated with your professional career. You can think of the private experiences as ones that are more of an inner type of meaning and experience specific to you, and on the other extreme are the more outer experiences that are shared with others.

It’s likely that virtual reality experiences will combine a lot of these different spheres, and I’d predict that the social VR and world-building applications that can incorporate as many of these different domains as possible will be some of the early winners in creating a metaverse that’s just as compelling as the full spectrum of the human experience in real reality.

elephant

I ask each of my guests to share their thoughts on the ultimate potential of virtual reality, and I often find that their answers can be mapped into one of the 12 different spheres listed above. It’s important to remember that “the map is not the territory,” and that there will be exceptions and imperfections to this model. But I hope that these spheres will be robust enough to encompass the major dimensions of the human experience, and help to orient and contextualize the full breadth of how VR might impact our lives.

The truth of the matter is that no one person can really see the entire spectrum of all of the ways that VR will impact us, and it really does remind me of the ancient Indian parable of the blind men and the elephant.

Every VR developer and pioneer is like a blind men or women with one of their hands on this metaphorical elephant that represents the ultimate potential of VR. No one person can see the overall potential of VR, but if each of us focuses on one specific portion of the future, then perhaps we will be able to add some insight that gives everyone a bigger perspective as to where this is all going. My intention with the Voices of VR podcast is to talk to as many people as I can to get as many different perspectives and data points as I can in order to help us all paint a better picture of the ultimate potential of VR.

I believe that immersive technologies like virtual reality, augmented reality, and mixed reality are going to have as big of an impact on humanity as the Gutenberg Press did in the 15th Century. We’re at the very beginning of a revolutionary time, and I’m looking forward to sharing more of the deep insights and speculation about the future that I capture at SVVR in the form of 25 different interviews and over 13 hours with reflections about the current state of VR, some oral history stories, and a lot of predictions about the future of VR.

Here’s the different podcasts that I either explicitly mentioned or was implicitly thinking about during the talk:

Here’s a video of the full talk:

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Music: Fatality & Summer Trip

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