The final panel of the first Silicon Valley VR Conference and Expo 2014 is entitled “Creating the VR Metaverse”, and attempts to answer some of the key questions around what the future metaverse might look like:
One global metaverse or many?
Identity and privacy
Virtual World Governance: democracies, the greek god model, or benevolent dictators
An open discussion with leading developers in the VR space discussing anything and everything around developing for virtual reality.
What does your VR game development workflow look like?
Does it differ from your standard workflow?
What tools/functions are on your SDK/Engine wishlist?
What are the wins and challenges dealing with Unity for VR development? UDK/Unreal? Would you consider switching engines?
How are you managing relationships with big players in the game space, i.e. Oculus, Sony?
What about the android market?
Funding options and distribution channels for VR Games (Steam/Share/Riftenabled/Reddit/Forums)
Panel Members:
Justin Moravetz, Proton Pulse Sean Edwards, Lunar Flight (Lucid VR/Shovsoft) Aaron Lemke, Eden River (Unello Design) James Andrew, Rift Wars (PixelRouter) Blair Renaud, Technolust (IRIS VR) Denny Unger, The Gallery: Six Elements (Cloudhead Games)
On to the second and final day of the SVVR Expo. Next up is a panel discussion of the issues and opportunities of starting and operating a consumer VR focused business:
Is now the right time?
What does it take to start a company in the space?
Did the Facebook Acquisition of Oculus affect your business plans?
Are you affected by Oculus launch timing uncertainty?
What are the risks in starting a VR-focused company?
Eric Romo, Qualia 3D Stefan Welker, Shoogee Shiraz Akmal, DreamWorks
Moderator:Nonny de la Peña, USC School of Cinematic Arts
Brian Hart will be live streaming the event which kicks off at 10:00am PDT. The video should appear directly below.
Another SVVR Con panel discussion, this time exploring various non-game applications for consumer VR in areas such as entertainment, storytelling, cinema, tourism, health & wellness, fitness, CAD, 3D modeling, scanning and printing, education.
Oliver Kreylos, VR Researcher, UC Davis Eric Greenbaum, Jema VR Paul Mlyniec, Sixense Scott Broock, Jaunt VR Paul Grasshoff, Matterport Brad Herman, DreamWorks Animation
Moderator:Walter Greenleaf , Stanford University
Brian Hart will be liveStreaming the event which kicks off at 4pm PDT. The video should appear below.
Our SVVR Conference and Expo 2014 coverage continues with a LiveStream of “User Input and Locomotion in VR”, a panel discussion which aims to explore what challenges, solutions and challenges there might be to allow users of virtual reality to interact with these new and exciting spaces.
The Panel consists of:
Richard Marks, Senior Director, Sony Magic Lab Jan Goetgeluk, CEO, Virtuix Nathan Burba, CEO, Survios David Holz, CTO and Co-founder, Leap Motion Danny Woodall, Creative Director, Sixense
Moderator: Jason Jerald, Founder, NextGen Interactions
Brian Hart will be LiveStreaming the event which kicks off at 3pm PDT. The video should appear below.
Philip Rosedale, the man behind Second Life and the CEO of new startup High Fidelity. Philip has been at the forefront of the creation of virtual, connected worlds that allow people to communicate and interact with each other without ever meeting. Today he’ll share his vision of how virtual reality will shape the future of entertainment.
Brian Hart will be live streaming the event (video should appear below) which kicks off at 2pm PDT.
UPDATE: Apologies to all, but we had to end the broadcast due to technical difficulties. We’ll let you know when the recordings are available online, should be some time next week.
The very first SVVR Conference and Expo kicks off today for 2 days and we have reporters on the ground to bring you the latest news from what promises to be an exciting show.
SVVR Expo’s first scheduled event entitled “Forecasting VR’s Adoption Over the Next 5 Years”. This is a panel discussion bringing together some leading lights from the fledgling virtual reality industry:
Babies love the 1280 x 720 resolution and 120hz refresh rate per eye
Being based in Silicon Valley, I’m fortunate to have Maker Faire Bay Area practically right in my back yard. Maker Faire describes itself as an “all-ages gathering of tech enthusiasts, crafters, educators, tinkerers, hobbyists, engineers, science clubs, authors, artists, students, and commercial exhibitors.” Being new to the Bay Area, this was my first expedition to the Faire, and their description seemed spot-on. There was an eclectic assortment of art, robots, music, electricity, corn dogs, drones, people blocking aisles, 3D printers, performances, beer, technology, and excitement.
Silicon Valley VR
My first stop was at the Silicon Valley VR booth in the “dark room”.
SVVR has seen tremendous growth since its founding one year ago, and in an effort to promote virtual reality and the SVVR expo, the group set up a booth and offered free plays of some of the latest Rift demos. Road to VR’s own Cymatic Bruce was even on site to assist.
Technical Illusions and CastAR
Previous generation CastAR being used for show demos
Technical Illusions, who you may recall debuted their CastAR augmented reality system at Maker Faire last year, used this years event to show off their latest wares. As Paul covered here just yesterday, Technical Illusions unveiled a new CastAR prototype here at Maker Faire this year, though it was not being used for demos. Lines to try CastAR were long the duration of the time I was at the show.
Founders Jeri Ellsworth and Rick Johnson were on-site talking with fans and backers. I also had the opportunity to spend a little time with Ryan Smith, Technical Illusions’ Lead 3D Artist, who demoed a visualization method devised in the office earlier in the week. The team have constructed a box covered with CastAR’s retro-reflective material but have drilled many tiny holes in the material which allows the user to see through to the presentation pedestal behind.
Ryan demonstrated the system in action – wearing CastAR glasses and utilising proprietary software the user is able to see their 3D model as a holographic projection hovering within the box, tracked in 3D space. This then allows the modeller to move around the view of the model and also reach into the box and visualise the model against their hand. It’s a cool idea and one of many non-gaming applications the Technical Illusions team are investigating.
Babies love the 1280 x 720 resolution and 120hz refresh rate per eye
Jeri Ellsworth Shows Off the Latest CastAR Glasses
Fuel3D
“Who?” I can hear you saying. Their marketing person Danny emailed Road to VR a few days before the show, saying Fuel3D was offering free 3D face scans to Maker Faire attendees, so clearly I wasn’t going to miss it. And while I passed on having my own face scanned (mainly due to my scruffy appearance from not shaving for a few days), I stuck around for a bit and watched a few other people.
The device itself resembles a wireless steering wheel and is fairly light. Three cameras off-set from each other photograph the subject’s face, and then stitching software combines the photos into a single image. While Fuel3D was mainly demonstrating facial modeling, the technology can also be used to model objects. I’m being purposely brief here; the company and technology are worth a deeper dive in the near future.
As a reminder, it’s about to get busy here on Road to VR as the SVVR Conference and Expo starts tomorrow morning at the Computer History Museum in Mountain View, CA. We will have — count ’em — four people there covering all the events: Ben Lang, Cymatic Bruce, Reverend Kyle, and myself. Prepare your bodies and mind for VR overload.
Brighton based digital agency Makemedia recently produced an Oculus Rift multi-player racing game to promote an electronics component brand.
In late March, over 700 EPC (Electronica Productronica China) show delegates virtually raced ‘Wipeout’ style cars through a futuristic city of circuit boards and diode skyscrapers. In each session, 4 players raced against each other using games console controllers to steer their direction and two large overhead screens enticed crowds with a broadcast of a ‘live feed’ from each race, complete with F1-style trackside cameras.
RS Component’s Future Racer
RS Component’s Future Racer
This interactive experience was all about brand immersion, incorporating subconscious key marketing messages related to business aspects of the company. It was the first time Makemedia had used the Oculus Rift for a commercial project, since creating and converting a number of their previous simulations to work with the DK1 for client pitches.
These include aircraft hangers with airplane models that could be used for maintenance trainers and an early Unity project of theirs called “Jarrow” which allows users to discover life around the monastery and interact with monks that lived there.
The Wearmouth ‘Jarrow’ Project
The Wearmouth ‘Jarrow’ Project
3D Project Manager Sam Watts told Road to VR that they are also planning to take their existing Stadium Explorer content into the Oculus Rift to provide fully explore-able environments for promotion of new stadiums or other venues being built, or existing ones
Sam Watts, 3D Project Manager at Makemedia
looking to sell the premium seating and areas to clients.
Virtual reality is set to transform marketing, especially at events and many believe that the Facebook buy-out of Oculus VR could offer a new medium of marketing to a receptive crowd, especially when Oculus technology can be is powered by mobile platforms.
Watts believes the buy-out is a positive move: “Whilst individually some of us were horrified at the thought, once the initial shock passed, we were able to understand the advantages and potential possibilities that the acquisition would allow. Anything that makes the consumer edition reach market sooner and cheaper is absolutely fine with us!
He continued: “We like to think we see past the short-term and look to the future and what it may bring. The strength of the Facebook platform and the technology behind it can only bring stability to the development environment and open up more cloud-based, distributed services. The investment will obviously help it in the fight against the Sony Morpheus as a gaming device, and as already mentioned, bring it to market sooner.
It will help Oculus turn from a niche product into something more mainstream and widely accessible to a greater number of users. We will follow what comes out of it regarding social VR experiences that we could integrate into our own content but we expect to see them explore other areas outside of just the social space too.”
To read a fantastic behind-the-scenes account of how Makemedia produced the RS Components virtual reality experience, check out their two part article in their blog. In it, Watts talks about the limitations of the low-resolution display of DK1, how to reduce motion sickness and what the safety concerns are for public demos.
Oakley’s Airbrake™ MX 360 Experience
Oakley’s Airbrake™ MX 360 Experience
Premium brand sunglasses giant Oakley have seen VR’s potential in getting their brand message to consumers. The company recently commissioned an immersive experience called “Airbrake™ MX 360 with Ryan Villopoto” which utilises the Oculus Rift and 360 degree video with head tracking to allow the viewer to see though the eyes of the four time Supercross champion whilst scrambling around a Motocross course. Oakley’s CEO, Colin Baden said of the project:
We wanted to give fans the opportunity to go as fast and high as the MX riders they love to watch, and the groundbreaking technology of Oculus Rift gives them the virtual experience of tearing up the track with Oakley rider Ryan Villopoto,” said Colin Baden, Oakley CEO.
Virtual reality is a marketing agency’s dream, who are always looking for new ways to engage customers. The theme park style attractions get people queuing around the block, ready and willing to interact with a brand. We saw this recently at the South By Southwest festival where hundreds of people queued for hours to try a virtual lift ride at the Game of Thrones exhibition.
Working with experiential marketing agency Relevent, Framestore’s digital team combined Oculus Rift DK1 headsets, wind machines and rumble packs for the epic ride to promote the new series of the hit HBO show.
And according to John Spray, Head of New Business at experiential marketing agency CURB, trips to the mall could get a whole lot more interesting, courtesy of the marketing budget of big brands:
“It could be the Brazil World Cup and you are in a shopping centre on a Saturday afternoon, being dragged around by your other half. Whoever the sponsor could be, they could offer you a stadium tour from within Westfield shopping Centre. You could have live streamed content direct from one of the FIFA World Cup matches where you are in the tunnel of where the players first walk out onto the pitch. If you add the sound, the smell and the sensation of the heat it will feel like you have got 80,000 fans roaring into your ears as you walk out with the England team.”
So, who knows; we could soon be dipping into a 360 degree movie trailer at a cinema; ride a new mega-coaster before the theme park season starts, or get treated to an airline’s First Class cabin experience in the middle of a train station.
Whats more, with Facebook’s purchase of Oculus VR now done and dusted, it is not unreasonable to expect branded VR experiences for the home to be appearing on your timeline soon.
Close up of the new Industrial Design prototype glasses.
New CastAR prototype alongside new retro-reflective sheet and carry case
Technical Illusions Head To Maker Faire 2014
CastAR, the augmented reality gaming glasses that project stereoscopic, holographic style images in front of the player, is heading to Maker Faire 2014 in a shiny new package. In a Kickstarter update for backer of the project’s enormously successful $1M+ campaign, the team have released some snaps of both the new glasses and demonstrated progress with the required retro-reflective sheets, needed for CastAR to work.
The CastAR glasses as tested by us at CES 2014
The new design is quite a departure from the hand-crafted prototypes we’ve seen before and got our hands on at CES this year. The driver / control board for the glasses seems to now run alongside the legs with a much sleeker and robust housing for the dual LED projectors and IR sensor that are mounted along the top of the unit. It’s a huge improvement, although it looks as if this new design precludes folding the legs of the glasses for easy transportation / storage.
It must feel a a little like coming home for Technical Illusions, the company started by founders Jerri Ellsworth and Rick Johnson to build the CastAR platform. Early pre-Kickstarter prototypes were debuted to enormous enthusiasm back in March 2013. Things sure move fast in the VR / AR world.
Seems the website is undergoing a redesign, there also a new store online with concept renders for the final product designs. We’ve included them below.
Every Thursday, for the last few weeks, folks have been gathering in the Riftmax Theater to sing their hearts out in front of a live virtual audience. Tyler Roach, the host of this event, was very excited to be on the podcast today.
The newest entrant into the VR Headset space, AntVR and their ‘Universal, all-in-one’ wireless VR System, has caused some confusion and controversy among those in the VR community. So, we thought we’d give the new company the chance to answer their critics.
The Oculus Rift DK2 and Positional Tracking Camera
In an impromptu post on OculusVR’s developer forums, Community Manager cybereality has reassured anxious DK2 purchasers that they are indeed on track for the promised July shipping date.
Road to VR has received word from the organizers of the forthcoming SVVR Conference & Expo that Sony will be among many exciting exhibitors and bringing Project Morpheus for attendees to demo.