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Sergey Bludov, SVP, Media and Entertainment at technology consultancy DataArt, discusses practical use cases for AR & VR in the music industry.

As musicians and the associated companies increasingly experiment with bringing Augmented Reality (AR) and Virtual Reality (VR) into their artistic visions and presentations, are we on the cusp of entering a radically new ‘reality’ in the music industry?

Here’s the thing: young people are not only accustomed to immersing themselves in the latest technologies but are also at the point of expecting artists and companies to offer them exciting opportunities instead of the same old thing. A study conducted by Harris Poll on behalf of Eventbrite illustrated this idea perfectly when it revealed that 78% of millennials prefer to spend their money on experiences and events over objects. These younger music fans are looking for real value in these experiences, bringing technologies like AR and VR to the forefront of the possibilities for significant changes in the music landscape.

Following the fans, a growing number of artists and industry professionals are diving deeply into new concepts to develop innovative ways to utilize AR and VR in the world of music, as the technology is finally coming of age.

Immersive Installations

Musicians and producers often want to push the boundaries of what’s possible artistically. Innovative musician Brian Eno collaborated with software designer and musician Peter Chilvers to create ‘Bloom: Open Space’ — an art and music installation that marks one of the first uses of the latest immersive technologies by a major artist such as Eno. Visitors to the facility wear 3D holographic visors as they approach a circle of six towering screens, with small colored bubbles floating around. By reaching out their arms and pinching the air in front of them, new bubbles appear, each of which emits a specific musical tone. The notes combine and then disappear, while a background of cricket sounds and white noise completes the sonic effect.
This innovative use of immersive technologies creates a charming atmosphere for fans, as they become part of the musical creation they hear and the visual display they see. Eno’s installation provides a glimpse into the future of AR and VR in the music industry, while other innovators also delve into the potential for these technologies to add tremendous value and artistic merit to their work.

Videos and Live Performances

Not surprisingly, a large number of VR and AR startups are attempting to gain traction in the live music industry. Although I can’t touch on all of them in a single article, here’s a selection of the companies jumping into the video and live performance spheres.

Within has entered into a deal with Universal Music Group to develop VR and AR experiences for some of the artists on its roster. The Chemical Brothers and St Vincent were the first from UMG to work with Within, developing a creative and interactive music experience called Under Neon Lights.

MelodyVR is a London-based company focused on its goal of offering live streaming of concerts in Virtual Reality. Although its full vision has yet to come to fruition, the company has worked with more than 650 international artists, including Post Malone, Blake Shelton, The Who, Kiss, and The Chainsmokers to develop innovative uses of VR in a live music setting, with the hope that VR technology will soon be widely adopted by consumers.

Facebook, in conjunction with Oculus Go and Gear VR, launched Oculus Venues live events last year with an initial Vance Joy concert. Oculus Go is a relatively affordable VR headset at $199 in the U.S. and offers the convenience of not being tethered to a computer. Although it’s early in the game, the potential for this offering to gain significant traction among concert-goers is an exciting move in the direction of the mass adoption of VR and AR in the world of music.

Music Education and Creation

Not everyone can afford to take traditional music lessons. Furthermore, some people live in remote places that lack a reasonable number of experienced teachers for their instrument of choice. Virtual Reality music education carries the potential to solve both of these issues while offering a high level of convenience for those who want to learn how to play an instrument but have little time to spare.

Do you want to learn how to DJ? If so, Tribe VR may be just right for you. Founded by veterans from firms such as Pixar and High Fidelity, the company’s DJ School allows anyone to learn to DJ and mix music by using a virtual deck that mimics the setup used in actual clubs throughout the world. By connecting with virtual mentors, the multi-sensory technology provides an immersive educational experience.

Have you always wanted to learn to play drums? Enter VR app Paradiddle, providing a high-quality virtual drumming experience. We all know that real drums are extremely loud, thereby restricting many people from having the opportunity to learn and play this instrument. Paradiddle has done a great job of utilizing VR to bring this experience to those without a real drumset, as can be seen in this video where all of the drum sounds are triggered from the app.

The music industry is changing rapidly, and that’s a good thing! Artists are driven to innovate, and the industry must encourage these endeavors while using AR, VR, and other immersive technologies to bring new experiences to music fans and to support a new generation of musicians. The time for AR and VR innovations is now!

What are your thoughts about AR & VR innovations in the music industry? Please share your opinions in the comments below.

By Sergey Bludov,
SVP, Media and Entertainment Practice at DataArt


Augmented & Virtual Reality Coming of Age in the Music Industry was originally published in Virtual Reality Pop on Medium, where people are continuing the conversation by highlighting and responding to this story.

DARK SLOPE’S SCARYGIRL MISSION MAYBEE GOES GLOBAL WITH ZERO LATENCY’S SECOND-GENERATION FREE-ROAM VR PLATFORM

Scarygirl Mission Maybee’s imaginative free-roam VR gameplay is the first third-party content to hit Zero Latency’s next-generation platform, which is being developed in collaboration with Microsoft, HP, and Intel.

Dark Slope, a Toronto-based virtual and augmented reality (VR and AR) developer, is bringing the beautifully surreal world of its debut VR experienceScarygirl Mission MaybeetoZero Latency’s arena-scale, free-roam virtual reality venues around the globe.

As one of the first experiences to release on Zero Latency’s second-generation VR platform being developed in tandem with technology giants Microsoft, HP, and Intel,Scarygirl Mission Maybeewill showcase the future of location-based entertainment (LBE) with its infectiously entertaining characters, fantastical environments and easy-to-learn multiplayer action.

“Zero Latency’s next-generation VR platform is shaping up to be an incredible next step in LBE VR, making it the perfect partner to help distribute our debut title, Scarygirl Mission Maybee,” said CJ Hervey president and co-founder at Dark Slope. “The world of Scarygirl is magical, immersive, and exciting to audiences of all ages, there is no better way to experience it than in warehouse scale VR”

Developed from the ground up for large-scale multiplayer free-roam VR environments,Scarygirl Mission Maybeeembodies Dark Slope’s goal to design content that brings people of all ages together.Scarygirl Mission Maybee, based on the cult hit graphic novel and designer toy brandScarygirlfrom acclaimed artist Nathan Jurevicius, is a first-person experience that brings up to eight players together to save the world from Dr. Maybee and his diabolical experiments. Players must work closely together to suck up infectious hazardous goo and blast a purified antidote back at the hordes of infected creatures swarming the world.

Dark Slope is the first third-party developer to provide content to Zero Latency, which is distributingScarygirl Mission Maybeeto all locations that support its second-generation platform. Zero Latency has 29 arenas in 18 countries that enables up to eight players to roam untethered in a VR game venue usingstate-of-the-art VRhardware.

“We deliver the greatest free-roam virtual reality experiences available in the world today” said Tim Ruse, CEO of Zero Latency. “Dark Slope’s Scarygirl Mission Maybee is the perfect addition to our library of VR experiences and will pair extremely well with our next gen VR platform.”

“Mission Maybee is the first game in our library to be developed by a third party, and I can’t wait for Zero Latency customers to experience the stunning visual world of Scarygirl” said Scott Vandonkelaar, CTO of Zero Latency.

Along with its Zero Latency partnership, Dark Slope recently emerged from stealth to announce a closed seed funding round of more than $1.5 million, which will aid in developing its free-roam VR technology and supporting future VR and AR experiences. Founded in January 2018, Dark Slope is spearheaded by four entrepreneurs with extensive knowledge of building international companies based on emerging digital platforms.

TheScarygirl Mission Maybeeproject was made possible with the support of Ontario Creates and the Canada Media Fund.

About Dark Slope

Dark Slope is a Toronto-based virtual and augmented reality developer specializing in creating free-roam multiplayer content for the rapidly expanding location-based entertainment (LBE) market and for enterprise customers. Dark Slope is setting the benchmark for free-roam VR and AR by creating some of the most visually and technically advanced multiplayer experiences on the market that envelop players in total immersion via world-class art design with tactile physical feedback. Visitwww.darkslopestudios.comfor more information.

About Zero Latency
Zero Latency is the pioneer and global leader in warehouse scale, free-roam, multiplayer VR entertainment. The Melbourne, Australia, based company has constructed epic scale VR game arenas as free-standing locations and have also integrated them into resorts, family entertainment centers, go-karting facilities, and other entertainment destinations. There are29Zero Latency arenas currently in operation in 18countries across5continents. Zero Latency was named by Fast Company as one of the Top 10 Most Innovative Gaming companies, and they placed 3rd in the Deloitte Tech Fast 50 Australia, and 8th in the APAC Tech Fast 500. Their games won both first and second prize for Best New Product, Games and Devices at IAAPA 2017. Visit www.zerolatencyvr.com for more information.

# # #

Media Contacts:

Nick LaTona/Monica Pontrelli

Wonacott Communications, LLC

(310) 477-2871

darkslope@wonacottpr.com

The post DARK SLOPE’S SCARYGIRL MISSION MAYBEE GOES GLOBAL WITH ZERO LATENCY’S VR PLATFORM  appeared first on Virtual Reality Reporter by VR Reporter

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21st Laval Virtual Show Taking Place From 20th to 24th March 2019

From 20th to 24th March 2019, virtual and augmented reality professionals from around the world will gather in Laval, France, for the 21st Laval Virtual show.

With over 320 exhibitors, spanning 9,000 m2, almost 200 speakers participating in 3 thematic cycles, the 10,000 professional visitors expected, experts, savvy or keen to learn about immersive technologies, will be able to learn, interact and discover the numerous surprises that this leading international show has in store.

This year, Laval Virtual promises to be a show full of new features, ranked as a vital event to learn, swap ideas and meet world experts in VR/AR.

Laval Virtual values the importance of conferences in order to further inspire, offering a comprehensive programme over three cycles for professional visitors with a Full Pass. These cycles will address sectorial themes (VRticals): construction, health, retail, industry 4.0, defence; transversal issues (TransVRsals): storytelling, training, VR/AR content production, etc. Lastly, the ConVRgence cycle (formerly VRIC) will develop relationships between research and industry.

New formula for Laval Virtual Awards

This year the competition will award solutions that contribute to resolving industrial and human issues across six main categories: VR/AR for productivity, VR/AR for Learning and Training, VR/AR for Safety and Improvement of Work Environment, VR/AR for Marketing & Sales, VR/AR for Data Visualization & Decision-Making, and VR/AR for a Cause.

A jury of international experts will select the winners and present trophies at the prize-giving ceremony on 21st March.

Encourage meetings between recruiters and talent

Another new feature, this year Laval Virtual is launching a Job Fair, a place to meet in dedicated to employment that will be open from 20th to 22nd March for professionals in this sector.
This space will enable companies looking for new talent to meet and recruit their future employees.

CONTACTS PRESSE – Thomas Marko & Associés

Alexandre BOISSEAU – 06 26 85 35 37 – alexandre.b@tmarkoagency.com Lise MORIN-FORESTIER– 07 78 05 07 55 – lise.f@tmarkoagency.com

Communiqué de presse – janvier 2019

Communiqué de presse – janvier 2019

Recto VRso, Art and Virtual Reality Festival, is back for the second consecutive year!

The artistic side of Laval Virtual is back with the theme Real illusion/Virtual illusion.
The Art&VR Gallery (official show gallery) will exhibit works selected by an international jury from the world of art and immersive technologies.
Recto VRso, is also an art trail in various landmarks in the town of Laval (Bateau-Lavoir wash- house, bathhouse, etc.).

Laval Virtual programme details:

www.laval-virtual.com

Registration and press accreditation:

https://www.laval-virtual.com/accreditation/

Tickets: https://www.laval-virtual.com/ticketing/

Follow Laval Virtual on social media:

https://fr-fr.facebook.com/lavalvirtual

https://www.linkedin.com/company/laval-virtual

https://www.instagram.com/lavalvirtual/?hl=fr

About LAVAL VIRTUAL

In the 20 years of its existence, Laval Virtual has established itself as a major facilitator for organisations in the VR/AR and immersive techniques sector. It gathers and leads a community of professionals through the organization of events and conference programmes in Europe and Asia and provides various information services. Last year at Laval Virtual 2018, the show welcomed over 320 exhibitors spanning 9,000 m2, involving over 150 speakers and attracting more than 18,500 visitors over 5 days. The next show will take place from 20th to 24th March 2019.

The post Laval Virtual 2019 Taking Place From 20th to 24th March 2019 appeared first on Virtual Reality Reporter by VR Reporter

Walmart’s tech incubator Store N°8 today launched its next startup, a VR merchandising company called Spatial&. The company offers VR experiences that enable customers to connect with merchandise, and is kicking things off by collaborating with DreamWorks Animation VR tour. At select Walmart locations across the U.S., Spatial& will set up a VR experience in the parking lot, allowing customers to visit DreamWorks’ “How to Train Your Dragon: The Hidden World” through VR. Afterwards, customers are directed to a branded, physical gift shop where they can make purchases.

The experience is meant to help DreamWorks market their film ahead of its February 22 release, while Walmart gets to hawk film merchandise to its customers.

It’s not all that different from the “exit through the gift shop” concept found at theme parks.

Upon entering the experience, customers are greeted by the film’s characters Ruffnut and Tuffnut, and are then led into a “dragon’s cave” where they’ll put on VR headsets and get seated in Positron motion VR chairs powered by the HP VR backpack.

The VR story they engage with will take them on a five-minute journey into the movie’s world, where they interact with other characters, including  Astrid, Hiccup, Toothless, Hookfang and more. During this experience, participants will have a multi-sensory encounter, thanks to hand tracking and 6DOF (6 degrees of freedom) in the Voyager VR motion chair.

When the experience wraps, customers are guided into a themed gift shop where they can buy merchandise like plush toys, action figures, DVDs, video games, and more.

Some merchandise from this collection will also be sold across 2,000 Walmart stores – not only those with the VR experience.

On the technology side, Spatial& and DreamWorks leveraged servers and workstations with Intel Xeon Scalable processors to stitch together high-res images and 360-degree VR videos. For the experience itself, the startup uses HP Windows Mixed Reality headsets, Omen by HP Mindframe Headsets, and PCs with Intel Core processors. Outside, parents can follow along with what their children are viewing via Intel-powered Omen by HP Gaming Laptops.

“We have set an extremely high bar for quality and innovation for the How to Train Your Dragon franchise, and our partners at Spatial& exceeded our expectations with their incredible work on this project,” said Abhijay Prakash, chief operating officer of DreamWorks Feature Animation, in a statement about the launch.“This latest Dragon film displays DreamWorks’ best in class creative abilities combined with state of the art advances in animation technology, and we are thrilled that this experience created by Spatial& lives up to that reputation while allowing fans to journey straight to the center of this unique world we’ve created for the film. It’s a truly exhilarating experience,” Prakash added.

Walmart says the experience will go live at 16 stores in the U.S., starting this weekend and continuing through early April.

Those locations include the following:

  • Burbank, California (1301 N Victory Place) – February 15-16
  • Pico Rivera, California (8500 Washington Boulevard) – February 17-19
  • Anaheim, California (440 Euclid Street) – February 22-23
  • San Bernardino, California (4001 Hallmark Parkway) – February 24-26
  • Las Vegas, Nevada (5200 S Fort Apache Road) – March 1-2
  • North Las Vegas, Nevada (6464 N Decatur Boulevard) – March 3-5
  • Glendale, Arizona (5010 N 95th Avenue) – March 8-9
  • Gilbert, Arizona (2501 S Market Street) – March 10-12
  • San Antonio, Texas (8923 W Military Drive) – March 15-16
  • New Braunfels, Texas (1209 S Interstate 35) – March 17-19
  • Grand Prairie, Texas (2225 I-20) – March 22-23
  • Allen, Texas (730 W Exchange Parkway) – March 24-26
  • Sugar Land, Texas (345 Highway 6) – March 29-30
  • Katy, Texas (1313 N Fry Road) – March 31-April 2
  • Rogers, Arkansas (4208 S Pleasant Crossing Boulevard) – April 5-6
  • Bentonville, Arkansas (406 S Walton Boulevard) – April 7-9

Spatial& is one of several tech startups being incubated by Walmart’s Store No. 8, which launched in 2017 to focus on retail innovation. Other businesses being incubated there include conversational commerce startup Jetblack, from Rent the Runway co-founder Jenny Fleiss; stealth startup Franklin from Wim Yogurt founder Bart Stein; and AI lab Project Kepler.

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HTC’s launch of its Viveport Infinity service is now official. The company has today announced the official launch of its Netflix-like service that will offer users an unlimited subscription service for virtual reality content.

HTC has been leaning heavily on virtual reality to regain its form in the industry after losing out to fierce competitors in the smartphone market.  The launch of a Netflix-like virtual reality service is a groundbreaking step for HTC, enabling it to zone in on a fast growing niche and ramp up the sales of its VR headsets.

The Viveport Infinity platform provides users with access to a huge collection of virtual reality titles. Users will have access to a library of some 600 games and applications including popular titles such as Angry Birds VR: Isle of Pigs whose global launch is coming at the same time as the launch of HTC’s subscription platform. For a monthly fee of just $12.99 or $99 per year, users will gain an unlimited access to a large library of VR content, a highly appealing prospect for avid VR fans.  Early adopters can access the service for as little as $8.99 monthly throughout this year.

The Viveport Infinity service will be available to Oculus Rift and HTC VIVE headset owners. It will also be available on any standalone headset that is based on HTC’s WAVE platform. HTC is also planning to change the revenue distribution formula for developers from 70/30 to 80/20 (in developer’s favor) as a strategy for expanding its catalog and making it more dev-friendly.

Additional games will be expected to debut on the platform in the near future and the company is also planning to provide users with extra subscriber perks which will include a 10% Viveport coupon to be offered at the beginning of every month, weekend deals, free titles as well as an access to HTC’s revamped Viveport Video application which will be exclusively available to subscribers.

Users who sign up for a free trial on the Viveport Infinity platform before April 2 or who are already subscribers will be eligible for a discounted subscription rate of $8.99 until the end of the year. If you are interested in the service, this is the best time to apply.

To celebrate the launch of the subscription service, HTC is also planning a sale of more than 100 titles on the store between April 2 and 7.

The announcement of the launch of the Viveport Infinity subscription service comes in light of rumors that other leading tech players such as Amazon, Apple, Microsoft and Google are also planning similar Netflix-like subscription offerings for VR titles. The drive, it seems, is to zone in the subscription model and become the Netflix of the VR market as a strategy of boosting revenues and VR headset sales.

This is not the first time that HTC is venturing into the subscription game. In April 2017, the Taiwanese company launched a monthly subscription product for its Viveport content distribution platform. The content on that platform was more limited and there were also limitations on how frequently the content could be accessed and used. The Viveport Infinity platform does away with all these restrictions and gives users an unlimited access to a vast library.

My name is Tera Nguyen. I am a Producer and a graduate student from Carnegie Mellon’s Entertainment Technology Center. I am conducting a market analysis on the Virtual Reality ecosystem, specifically in the use case of games. My goal is to deliver a report on VR game data and things to consider when launching a VR title. I hope my report will be useful to indie developers and studios who are interested in exploring and earning revenue from the Virtual Reality space.

Top-selling VR games on Steam

Based on gross revenue, as of 2018

Curious in finding out the patterns of financially successful VR games, I went to Steam and found 94 top-selling titles. I used similar charts and data sheets as shared in part 2 to learn the different results between all VR games and top-selling VR games on Steam.

Before going through the charts, I want to talk about pricing models. Pricing a video game has always been a headache for indie devs, let alone VR games. This gets worse when the VR industry is still in its infancy with little to no point of comparison. How to price a VR game depends on a variety of factors, one of which is the total addressable market size. Lack of information on VR headsets’ install base leads to potentially low total unit sales for VR games, which requires studios to price their titles at a high price to reflect the cost of development and marketing. On the other hand, players have no preconception of how much a VR game is worth and tend to compare their expectation of gameplay per dollar to either an indie PC title, which costs $9 for 8–9 hours of gameplay, or a AAA-console game, which costs $60 for roughly 40–60 hours of gameplay. Despite that, the ratio of price over gameplay length isn’t a good indicator of a desirable game. I will discuss more on this in a future post.

The most popular price tags are within $15 to $19.99 with examples include Beat Saber, GORN, and Job Simulator — all are originally priced at $19.99. Twelve titles that individually cost more than $30 are considered as premium ones, with five coming from an existing franchise, including Fallout 4, Serious Sam, Star Trek, and the Elder Scrolls. Meanwhile, Aerofly FS 2 Flight Simulator is an interesting top-selling case despite not coming from a franchise. Due to its specialization, the title is catered to an established crowd of sim fliers who are willing to pay $59.99 for a realistic experience.

Similarly to my point in part 2 on the lack of correlation between pricing and number of purchase, the chart above continues to show that current VR headset owners are willing to buy expensive and high-quality titles…

…and they are also spending more time playing these games.

The popular genre of top-selling titles on Steam weakens my assumption in part 2 about VR being potentially targeted to casual gamers. A low amount of casual games in the chart above indicates that the current audience for VR games is still mostly hardcore gamers (as of 2018). This could be because the HTC Vive and the Oculus Rift both require an expensive gaming computer to run, which limit the accessibility for non-gamers. I wonder how this might change when the Oculus Quest is released to the market.

In summary

1/ There is nothing conclusive on a sweet spot for pricing an indie or AAA-quality title. Depending on the quality you’re going for and whether or not you currently have enough budget for development, different monetization strategies can be applied. More on this in part 4 of the study.

2/ Designing simulation games for hobbyists taps into the advantages of VR as a medium and an existing audience who is willing to pay premium price for an immersive realistic experience.

3/ VR enthusiasts or early adopters are willing to pay premium price for a high-quality VR title.

4/ VR as of 2018 might still be mostly consumed by hardcore gamers rather than casual gamers.

Stay tuned for part 4. Got questions, please contact me on Twitter @Teradactyl_VR

See Part 1, Part 2

Don’t forget to give us your 👏 !


Virtual Reality Game Data & How to Budget for a VR Title [Part 3] was originally published in AR/VR Journey: Augmented & Virtual Reality Magazine on Medium, where people are continuing the conversation by highlighting and responding to this story.

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My name is Tera Nguyen. I am a Producer and a graduate student from Carnegie Mellon’s Entertainment Technology Center. I am conducting a market analysis on the Virtual Reality ecosystem, specifically in the use case of games. My goal is to deliver a report on VR game data and things to consider when launching a VR title. I hope my report will be useful to indie developers and studios who are interested in exploring and earning revenue from the Virtual Reality space.

Top-selling VR games on Steam

Based on gross revenue, as of 2018

Curious in finding out the patterns of financially successful VR games, I went to Steam and found 94 top-selling titles. I used similar charts and data sheets as shared in part 2 to learn the different results between all VR games and top-selling VR games on Steam.

Before going through the charts, I want to talk about pricing models. Pricing a video game has always been a headache for indie devs, let alone VR games. This gets worse when the VR industry is still in its infancy with little to no point of comparison. How to price a VR game depends on a variety of factors, one of which is the total addressable market size. Lack of information on VR headsets’ install base leads to potentially low total unit sales for VR games, which requires studios to price their titles at a high price to reflect the cost of development and marketing. On the other hand, players have no preconception of how much a VR game is worth and tend to compare their expectation of gameplay per dollar to either an indie PC title, which costs $9 for 8–9 hours of gameplay, or a AAA-console game, which costs $60 for roughly 40–60 hours of gameplay. Despite that, the ratio of price over gameplay length isn’t a good indicator of a desirable game. I will discuss more on this in a future post.

The most popular price tags are within $15 to $19.99 with examples include Beat Saber, GORN, and Job Simulator — all are originally priced at $19.99. Twelve titles that individually cost more than $30 are considered as premium ones, with five coming from an existing franchise, including Fallout 4, Serious Sam, Star Trek, and the Elder Scrolls. Meanwhile, Aerofly FS 2 Flight Simulator is an interesting top-selling case despite not coming from a franchise. Due to its specialization, the title is catered to an established crowd of sim fliers who are willing to pay $59.99 for a realistic experience.

Similarly to my point in part 2 on the lack of correlation between pricing and number of purchase, the chart above continues to show that current VR headset owners are willing to buy expensive and high-quality titles…

…and they are also spending more time playing these games.

The popular genre of top-selling titles on Steam weakens my assumption in part 2 about VR being potentially targeted to casual gamers. A low amount of casual games in the chart above indicates that the current audience for VR games is still mostly hardcore gamers (as of 2018). This could be because the HTC Vive and the Oculus Rift both require an expensive gaming computer to run, which limit the accessibility for non-gamers. I wonder how this might change when the Oculus Quest is released to the market.

In summary

1/ There is nothing conclusive on a sweet spot for pricing an indie or AAA-quality title. Depending on the quality you’re going for and whether or not you currently have enough budget for development, different monetization strategies can be applied. More on this in part 4 of the study.

2/ Designing simulation games for hobbyists taps into the advantages of VR as a medium and an existing audience who is willing to pay premium price for an immersive realistic experience.

3/ VR enthusiasts or early adopters are willing to pay premium price for a high-quality VR title.

4/ VR as of 2018 might still be mostly consumed by hardcore gamers rather than casual gamers.

Stay tuned for part 4. Got questions, please contact me on Twitter @Teradactyl_VR

See Part 1, Part 2

Don’t forget to give us your 👏 !


Virtual Reality Game Data & How to Budget for a VR Title [Part 3] was originally published in AR/VR Journey: Augmented & Virtual Reality Magazine on Medium, where people are continuing the conversation by highlighting and responding to this story.

Walmart’s tech incubator Store N°8 today launched its next startup, a VR merchandising company called Spatial&. The company offers VR experiences that enable customers to connect with merchandise, and is kicking things off by collaborating with DreamWorks Animation VR tour. At select Walmart locations across the U.S., Spatial& will set up a VR experience in the parking lot, allowing customers to visit DreamWorks’ “How to Train Your Dragon: The Hidden World” through VR. Afterwards, customers are directed to a branded, physical gift shop where they can make purchases.

The experience is meant to help DreamWorks market their film ahead of its February 22 release, while Walmart gets to hawk film merchandise to its customers.

It’s not all that different from the “exit through the gift shop” concept found at theme parks.

Upon entering the experience, customers are greeted by the film’s characters Ruffnut and Tuffnut, and are then led into a “dragon’s cave” where they’ll put on VR headsets and get seated in Positron motion VR chairs powered by the HP VR backpack.

The VR story they engage with will take them on a five-minute journey into the movie’s world, where they interact with other characters, including  Astrid, Hiccup, Toothless, Hookfang and more. During this experience, participants will have a multi-sensory encounter, thanks to hand tracking and 6DOF (6 degrees of freedom) in the Voyager VR motion chair.

When the experience wraps, customers are guided into a themed gift shop where they can buy merchandise like plush toys, action figures, DVDs, video games, and more.

Some merchandise from this collection will also be sold across 2,000 Walmart stores – not only those with the VR experience.

On the technology side, Spatial& and DreamWorks leveraged servers and workstations with Intel Xeon Scalable processors to stitch together high-res images and 360-degree VR videos. For the experience itself, the startup uses HP Windows Mixed Reality headsets, Omen by HP Mindframe Headsets, and PCs with Intel Core processors. Outside, parents can follow along with what their children are viewing via Intel-powered Omen by HP Gaming Laptops.

“We have set an extremely high bar for quality and innovation for the How to Train Your Dragon franchise, and our partners at Spatial& exceeded our expectations with their incredible work on this project,” said Abhijay Prakash, chief operating officer of DreamWorks Feature Animation, in a statement about the launch.“This latest Dragon film displays DreamWorks’ best in class creative abilities combined with state of the art advances in animation technology, and we are thrilled that this experience created by Spatial& lives up to that reputation while allowing fans to journey straight to the center of this unique world we’ve created for the film. It’s a truly exhilarating experience,” Prakash added.

Walmart says the experience will go live at 16 stores in the U.S., starting this weekend and continuing through early April.

Those locations include the following:

  • Burbank, California (1301 N Victory Place) – February 15-16
  • Pico Rivera, California (8500 Washington Boulevard) – February 17-19
  • Anaheim, California (440 Euclid Street) – February 22-23
  • San Bernardino, California (4001 Hallmark Parkway) – February 24-26
  • Las Vegas, Nevada (5200 S Fort Apache Road) – March 1-2
  • North Las Vegas, Nevada (6464 N Decatur Boulevard) – March 3-5
  • Glendale, Arizona (5010 N 95th Avenue) – March 8-9
  • Gilbert, Arizona (2501 S Market Street) – March 10-12
  • San Antonio, Texas (8923 W Military Drive) – March 15-16
  • New Braunfels, Texas (1209 S Interstate 35) – March 17-19
  • Grand Prairie, Texas (2225 I-20) – March 22-23
  • Allen, Texas (730 W Exchange Parkway) – March 24-26
  • Sugar Land, Texas (345 Highway 6) – March 29-30
  • Katy, Texas (1313 N Fry Road) – March 31-April 2
  • Rogers, Arkansas (4208 S Pleasant Crossing Boulevard) – April 5-6
  • Bentonville, Arkansas (406 S Walton Boulevard) – April 7-9

Spatial& is one of several tech startups being incubated by Walmart’s Store No. 8, which launched in 2017 to focus on retail innovation. Other businesses being incubated there include conversational commerce startup Jetblack, from Rent the Runway co-founder Jenny Fleiss; stealth startup Franklin from Wim Yogurt founder Bart Stein; and AI lab Project Kepler.

Healium by StoryUP Selected as SXSW 2019 Pitch Event AR/VR Category Finalist

South by Southwest® (SXSW®) Conference and Festivals announced the winners of the 11th annual SXSW Pitch® event (formerly Accelerator), which took place March 9-10during the Entrepreneurship & Startup Track at the Downtown Hilton Austin. In addition to a winner chosen from each of the 10 categories, one finalist also took home the overall “Best In Show” distinction.

The category winners of the 2019 SXSW Pitch event are:

Artificial Intelligence: Derq

Augmented and Virtual Reality: Healium by StoryUP

Blockchain: Nebula Genomics

Enterprise and Smart Data: Geospiza

Entertainment and Content: Tankee

Health and Wearables: Pathware

Hyper-Connected Communities: UbiQD

Social and Culture: Supportiv

Sports and Performance: Miro

Transportation & Delivery: ENSO Tyres

Each of the 10 winners received $4,000, two badges for next year’s SXSW conference, a trophy, and most importantly, exceptional exposure to SXSW attendees and potential investors who are looking for the latest in cutting-edge technology and innovation.

“In its 11th year, our Pitch event continues to showcase the best technology from around the world, proving our dedication to highlighting today’s most forward-thinking innovators,” said SXSW Pitch event Producer, Chris Valentine. “We’re thrilled to offer recognition to each of this year’s winners as they continue their journey toward evoking change within our ever-evolving society.”

This year’s SXSW Pitch event featured innovative startups from around the globe presenting game-changing products in front of a live audience and panels of expert judges, which included entrepreneurs, investor, and industry influencers.

Strong trends showcased at this year’s event included game-changing AV/VR, blockchain and AI technology designed to enact change in industries like healthcare, sports and entertainment. The competition also drew a number of global companies, with over 30 percent representing countries outside the U.S., including the UAE, U.K., Singapore, Mexico, Germany, Canada, South Korea, Pakistan, Hong Kong, Japan, Cyprus, Sweden and Slovenia.

SXSW attendees and media will have the opportunity to meet the 50 Pitch finalists on Monday, March 11 at 11:00 a.m. CTat the Hilton Hotel, 4th Floor in Salon C.

For a complete list of the 2019 finalists, including alternates, and the Pitch event judges, visit: https://www.sxsw.com/awards/sxsw-pitch/#2019-finalists

About SXSW

South by Southwest® (SXSW®) Conference and Festivals dedicates itself to helping creative people achieve their goals. Founded in 1987 in Austin, Texas, SXSW is best known for its conference and festivals that celebrate the convergence of the interactive, film, and music industries. The event, an essential destination for global professionals, features sessions, showcases, screenings, exhibitions, and a variety of networking opportunities. SXSW proves that the most unexpected discoveries happen when diverse topics and people come together. SXSW 2019 will take place March 8-17, 2019.

SXSW 2019 is sponsored by Capital One, Mercedes-Benz, Bud Light, Uber Eats, and The Austin Chronicle.

Press Contacts

Brett Cannon
brett@sxsw.com
512.467.7979

Murphie Mendez
murphie@calibercorporate.com
512.995.0155

The post Healium Selected as SXSW 2019 Pitch Event AR/VR Category Finalist appeared first on Virtual Reality Reporter by VR Reporter

Finally, I got a chance to check out Asteroids using the Samsung GearVR + Note 8 in combination with AKG Y50 headphones. The experience is great! The clarity and framerate were on point and the comfort is top quality! I really enjoy animated shorts and enjoy the pure entertainment that they provide. Great app for adults and kids alike!
*You will notice some sounds sync issues, this is did NOT happen while in the app, the actual experience lines up perfect with visuals and sound) (More)

What would it be like to stand on the surface of another planet? We teamed up with a group of astrophysicists to create a scientifically accurate, virtual reality tour of six planets discovered outside our solar system. So strap on a VR headset, surf the giant waves of Kepler-62e, and gaze across the lava fields of 55 Cancri e. (More)

ASTEROIDS! is finally here! Watch quirky aliens Mac, Cheez (ft Elizabeth Banks) and their sidekick robot Peas (ft Ingrid Nilsen) as they traverse the challenges of space. (More)

#AsteroidDay | Friday, June 30
Witness the extraordinary journey of the meteor that caused the largest asteroid impact in recorded history, in an immersive VR experience that will leave you awestruck from beginning to end. Ride with the asteroid as it barrels towards Earth, become part of its devastating impact as it breaches the planet’s atmosphere, and watch it explode over Siberia. With breath-taking visuals this VR experience portrays the power of the universe like never before by recreating the Tunguska event just in time for Asteroid Day on Friday, June 30. (More)

Sergey Bludov, SVP, Media and Entertainment at technology consultancy DataArt, discusses practical use cases for AR & VR in the music industry.

As musicians and the associated companies increasingly experiment with bringing Augmented Reality (AR) and Virtual Reality (VR) into their artistic visions and presentations, are we on the cusp of entering a radically new ‘reality’ in the music industry?

Here’s the thing: young people are not only accustomed to immersing themselves in the latest technologies but are also at the point of expecting artists and companies to offer them exciting opportunities instead of the same old thing. A study conducted by Harris Poll on behalf of Eventbrite illustrated this idea perfectly when it revealed that 78% of millennials prefer to spend their money on experiences and events over objects. These younger music fans are looking for real value in these experiences, bringing technologies like AR and VR to the forefront of the possibilities for significant changes in the music landscape.

Following the fans, a growing number of artists and industry professionals are diving deeply into new concepts to develop innovative ways to utilize AR and VR in the world of music, as the technology is finally coming of age.

Immersive Installations

Musicians and producers often want to push the boundaries of what’s possible artistically. Innovative musician Brian Eno collaborated with software designer and musician Peter Chilvers to create ‘Bloom: Open Space’ — an art and music installation that marks one of the first uses of the latest immersive technologies by a major artist such as Eno. Visitors to the facility wear 3D holographic visors as they approach a circle of six towering screens, with small colored bubbles floating around. By reaching out their arms and pinching the air in front of them, new bubbles appear, each of which emits a specific musical tone. The notes combine and then disappear, while a background of cricket sounds and white noise completes the sonic effect.
This innovative use of immersive technologies creates a charming atmosphere for fans, as they become part of the musical creation they hear and the visual display they see. Eno’s installation provides a glimpse into the future of AR and VR in the music industry, while other innovators also delve into the potential for these technologies to add tremendous value and artistic merit to their work.

Videos and Live Performances

Not surprisingly, a large number of VR and AR startups are attempting to gain traction in the live music industry. Although I can’t touch on all of them in a single article, here’s a selection of the companies jumping into the video and live performance spheres.

Within has entered into a deal with Universal Music Group to develop VR and AR experiences for some of the artists on its roster. The Chemical Brothers and St Vincent were the first from UMG to work with Within, developing a creative and interactive music experience called Under Neon Lights.

MelodyVR is a London-based company focused on its goal of offering live streaming of concerts in Virtual Reality. Although its full vision has yet to come to fruition, the company has worked with more than 650 international artists, including Post Malone, Blake Shelton, The Who, Kiss, and The Chainsmokers to develop innovative uses of VR in a live music setting, with the hope that VR technology will soon be widely adopted by consumers.

Facebook, in conjunction with Oculus Go and Gear VR, launched Oculus Venues live events last year with an initial Vance Joy concert. Oculus Go is a relatively affordable VR headset at $199 in the U.S. and offers the convenience of not being tethered to a computer. Although it’s early in the game, the potential for this offering to gain significant traction among concert-goers is an exciting move in the direction of the mass adoption of VR and AR in the world of music.

Music Education and Creation

Not everyone can afford to take traditional music lessons. Furthermore, some people live in remote places that lack a reasonable number of experienced teachers for their instrument of choice. Virtual Reality music education carries the potential to solve both of these issues while offering a high level of convenience for those who want to learn how to play an instrument but have little time to spare.

Do you want to learn how to DJ? If so, Tribe VR may be just right for you. Founded by veterans from firms such as Pixar and High Fidelity, the company’s DJ School allows anyone to learn to DJ and mix music by using a virtual deck that mimics the setup used in actual clubs throughout the world. By connecting with virtual mentors, the multi-sensory technology provides an immersive educational experience.

Have you always wanted to learn to play drums? Enter VR app Paradiddle, providing a high-quality virtual drumming experience. We all know that real drums are extremely loud, thereby restricting many people from having the opportunity to learn and play this instrument. Paradiddle has done a great job of utilizing VR to bring this experience to those without a real drumset, as can be seen in this video where all of the drum sounds are triggered from the app.

The music industry is changing rapidly, and that’s a good thing! Artists are driven to innovate, and the industry must encourage these endeavors while using AR, VR, and other immersive technologies to bring new experiences to music fans and to support a new generation of musicians. The time for AR and VR innovations is now!

What are your thoughts about AR & VR innovations in the music industry? Please share your opinions in the comments below.

By Sergey Bludov,
SVP, Media and Entertainment Practice at DataArt


Augmented & Virtual Reality Coming of Age in the Music Industry was originally published in Virtual Reality Pop on Medium, where people are continuing the conversation by highlighting and responding to this story.

Didn’t You Know That Money Never Sleeps? Let Sovereign Syre Prove You That in VR!

More or less but we are all businessmen, as these days you have to be really economic and manage your funds as efficiently as you only can – meaning that making a good deal is sometimes a matter of life and death.

In adult movies industry, we barely struggle with issues as problematic as e.g. fighting for your financial survival – in terms of xxx scenes, we usually have quite different matters of utmost importance, as these contents are almost always made for providing pleasure and relaxation to every single pair of kinky eyes browsing for new porn experiences.

In the world of virtual reality porn, these rules apply as well, and even though there are some VR porn fantasies about cash, finances and taking part in the stock exchange, here, we are usually making a good deal in the worst case (or the best?) by fucking an incredibly beautiful girl – and that is exactly what is happening in the newest 3D VR porn scene from Virtual Reality Bangers.

Money Never Sleeps with Sovereign Syre is the newest VR porn video from these premium VR porn movies’ makers – known for shooting their virtual reality contents in full 6K ultra high definition – in which this professional VR porn star becomes a powerful businesswoman who simply can’t take “no” for an answer.

The girl aims to buy a property from the guy from whose POV every single member of the VRB’s family wearing a pair of VR goggles is watching the scene, and she is really determined to make it happen within the 30+ minutes of this VR porn film – which means that she will try all the tricks hidden up her sleeve to change the mind of the viewers and get what she wants.

“Business and porn is the combination that is rarely used, but still a great idea for a VR porn fantasy”, says Xander Jones, the Producer of Virtual Reality Bangers. “When shooting our VR porn scenes, every time we like to provide them with as much realism as it only is possible – and since the scenario from the Money Never Sleeps is quite likely to happen in the real life (excluding the porn part, of course), we thought that this could be a great VR porn movie and simply had to make it happen.”

Sovereign has an incredibly beautiful body and she knows how to use it almost as if it was a lethal weapon, so every fan of Virtual Reality Bangers will have to stay sharp and focus not to fall under her charm completely straight away.

The girl really wants to make that deal today and she will not stop until she will get what she wants, so make sure to take advantage of all of that as soon as you will wear your VR headset and start watching this newest VRB’s VR porn fantasy in 6K UHD.

Diving inside of this VR porn scene is possible after going over here, and if you are interested in any other from over 200 of VR Bangers’ VR porn scenes, make sure to go here to browse through all of them in HD, 4K UHD and even 6K ultra high definition of 18

The post Porn Actress Sovereign Syre Stars in VR Bangers New Scene appeared first on Virtual Reality Reporter by VR Reporter

Sergey Bludov, SVP, Media and Entertainment at technology consultancy DataArt, discusses practical use cases for AR & VR in the music industry.

As musicians and the associated companies increasingly experiment with bringing Augmented Reality (AR) and Virtual Reality (VR) into their artistic visions and presentations, are we on the cusp of entering a radically new ‘reality’ in the music industry?

Here’s the thing: young people are not only accustomed to immersing themselves in the latest technologies but are also at the point of expecting artists and companies to offer them exciting opportunities instead of the same old thing. A study conducted by Harris Poll on behalf of Eventbrite illustrated this idea perfectly when it revealed that 78% of millennials prefer to spend their money on experiences and events over objects. These younger music fans are looking for real value in these experiences, bringing technologies like AR and VR to the forefront of the possibilities for significant changes in the music landscape.

Following the fans, a growing number of artists and industry professionals are diving deeply into new concepts to develop innovative ways to utilize AR and VR in the world of music, as the technology is finally coming of age.

Immersive Installations

Musicians and producers often want to push the boundaries of what’s possible artistically. Innovative musician Brian Eno collaborated with software designer and musician Peter Chilvers to create ‘Bloom: Open Space’ — an art and music installation that marks one of the first uses of the latest immersive technologies by a major artist such as Eno. Visitors to the facility wear 3D holographic visors as they approach a circle of six towering screens, with small colored bubbles floating around. By reaching out their arms and pinching the air in front of them, new bubbles appear, each of which emits a specific musical tone. The notes combine and then disappear, while a background of cricket sounds and white noise completes the sonic effect.
This innovative use of immersive technologies creates a charming atmosphere for fans, as they become part of the musical creation they hear and the visual display they see. Eno’s installation provides a glimpse into the future of AR and VR in the music industry, while other innovators also delve into the potential for these technologies to add tremendous value and artistic merit to their work.

Videos and Live Performances

Not surprisingly, a large number of VR and AR startups are attempting to gain traction in the live music industry. Although I can’t touch on all of them in a single article, here’s a selection of the companies jumping into the video and live performance spheres.

Within has entered into a deal with Universal Music Group to develop VR and AR experiences for some of the artists on its roster. The Chemical Brothers and St Vincent were the first from UMG to work with Within, developing a creative and interactive music experience called Under Neon Lights.

MelodyVR is a London-based company focused on its goal of offering live streaming of concerts in Virtual Reality. Although its full vision has yet to come to fruition, the company has worked with more than 650 international artists, including Post Malone, Blake Shelton, The Who, Kiss, and The Chainsmokers to develop innovative uses of VR in a live music setting, with the hope that VR technology will soon be widely adopted by consumers.

Facebook, in conjunction with Oculus Go and Gear VR, launched Oculus Venues live events last year with an initial Vance Joy concert. Oculus Go is a relatively affordable VR headset at $199 in the U.S. and offers the convenience of not being tethered to a computer. Although it’s early in the game, the potential for this offering to gain significant traction among concert-goers is an exciting move in the direction of the mass adoption of VR and AR in the world of music.

Music Education and Creation

Not everyone can afford to take traditional music lessons. Furthermore, some people live in remote places that lack a reasonable number of experienced teachers for their instrument of choice. Virtual Reality music education carries the potential to solve both of these issues while offering a high level of convenience for those who want to learn how to play an instrument but have little time to spare.

Do you want to learn how to DJ? If so, Tribe VR may be just right for you. Founded by veterans from firms such as Pixar and High Fidelity, the company’s DJ School allows anyone to learn to DJ and mix music by using a virtual deck that mimics the setup used in actual clubs throughout the world. By connecting with virtual mentors, the multi-sensory technology provides an immersive educational experience.

Have you always wanted to learn to play drums? Enter VR app Paradiddle, providing a high-quality virtual drumming experience. We all know that real drums are extremely loud, thereby restricting many people from having the opportunity to learn and play this instrument. Paradiddle has done a great job of utilizing VR to bring this experience to those without a real drumset, as can be seen in this video where all of the drum sounds are triggered from the app.

The music industry is changing rapidly, and that’s a good thing! Artists are driven to innovate, and the industry must encourage these endeavors while using AR, VR, and other immersive technologies to bring new experiences to music fans and to support a new generation of musicians. The time for AR and VR innovations is now!

What are your thoughts about AR & VR innovations in the music industry? Please share your opinions in the comments below.

By Sergey Bludov,
SVP, Media and Entertainment Practice at DataArt


Augmented & Virtual Reality Coming of Age in the Music Industry was originally published in Virtual Reality Pop on Medium, where people are continuing the conversation by highlighting and responding to this story.

I like playing games and I really want my channel to be extreme do you know what I'm saying (More)