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Wonderfall Mixes VR And Actual Reality For An Experience You Can Touch

If you ever find yourself in Seattle sometime soon, you ought to take time to visit the Pacific Science Center. It’s got a lot of VR and AR exhibits right now, not least of which is the beta for Wonderfall: Tale of Two Realms.

Wonderfall is currently the main project for the Science Center’s startup-in-residence, Hyperspace XR. It’s been operating since July of 2017 with the goal of creating “an immersive, multi-person VR adventure,” with a team that’s grown from three to 25 staffers over the course of the last year and a half.

This past weekend at the regular Seattle VR meetup, Wonderfall was on display on a first-come, first-served basis. Those who waited in line got to strap on backpack-mounted HP Omen computers, linked with Samsung Odyssey headsets with extra batteries mounted on the sides to explore a 15-minute demo of the forthcoming project.

Without a headset, Wonderfall is, at time of writing, a small maze of unfinished wood, various props, speakers, heaters, and doors. With the headset, you set foot into a small, quaint Victorian-era village, where you happen across a scene outside a magic shop. A young woman, Elena, has just inadvertently destroyed a cart with an unwise experiment. It’s got an engine on its back that’s venting a strange pink mist, represented in the real world by a dryer; step in front of it, and you can feel a warm breeze across your face. The fence in front of you that’s separating you from the woman is a real fence, which you can rest your hands on in both the real and virtual worlds.

A few minutes later, after an incident involving a freak tornado, you’re exploring Elena’s uncle’s shop. The books are real objects that you can touch and feel, with additional effects attached when you do so in VR. One glows suddenly when you move near it, before revealing an illusion of a dragon that zips around your head. There’s a “puffball,” a little magical creature, hiding in the shelves overhead, and a secret door hidden behind a nearby bookcase.

The left is what players see in VR and the right is what the environment actually looks like | Source: Hyperspace XR

All the while, you can listen in on a conversation about the world you’re in, the situation you’ve ended up in, and what’s going to happen next. As it turns out, Elena has a knack for doing this kind of thing, as she’s starting to outgrow the village in which she’s grown up, and the “accident” you walked in on was just a symptom of something much bigger.

Your hands are visible in front of you as you walk around the maze, and you can interact with various objects by reaching out for them without any need for gloves or controllers — similar in practice to how Nomadic tracks objects in their environments. After an event a couple of minutes into the level you also gain the ability to hold your hands up, palms out, to cast spells and move distant objects around. Also, perhaps most crucially, it lets you pet virtual cats.

What it reminded me of, more than anything, is Myst. Wonderfall plays with perspective and reality a lot, complete with at least one sudden transition into a totally new virtual environment. There’s a bit where you walk through a doorway that’s still partially occupied by a ghostly bookshelf. The additional tactile element that had been in play up until then, where I could reach out and grab almost anything I saw in the game’s world, meant that I expected to smack my face directly into a physical object right up until I didn’t, and was able to move through it.

Currently, Wonderfall lets multiple players go on the adventure together, but they can’t interact with one another or cooperate on objectives. Other players are visible in VR as white floating balls wearing sunglasses. (That got a little creepy at the start of the map, as backup headsets were hung on the wall behind the starting point. In VR, it looked like the developers had put up a couple of trophy heads.) In the final version, there are meant to be puzzles to solve, using your spells to manipulate elements within the game’s world.

The first scene is set in a single area in Building 4 of the Pacific Science Center, with work underway on the site of the second scene, in a 1,500-square-foot area directly behind it. When the whole thing’s done, it’s intended to be a full-scale ticketed attraction to the Center, meant to bring in tourists and regulars. What’s there now is already a popular exhibit in the Center’s AR/VR room.

For more details on Hyperspace XR and Wonderfall, visit the official website here and don’t forget to read our impressions of other location-based VR attractions such as The Void’s Star Wars and Wreck-it-Ralph experiences, as well as the exciting Jurassic World game at Dave & Busters.

Let us know what you think down in the comments below!

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It’s the bane of every office workers existence, and while useful to get information across to other workers, the dreaded PowerPoint presentation has for many a year been a boring fact of life. Which is why British company VRtuoso created its own virtual reality (VR) content system to make presentations far more engaging, and then took it to CES 2019 to demonstrate the product. Which is where VRFocus caught up with CEO and founder Francesco Furnari to learn more.

VRtuoso

Displayed on the Pico stand using the manufacturer’s new Pico G2 4K headset, VRtuoso’s system uses a combination of both software and hardware solutions, with the black box (seen below) being the core, where VR devices connect to to view a presentation.

The software allows the presenter to create an immersive presentation using both 360-degree and 2D content, like video, images, text, shapes and polls. Essentially, VRtuoso wants to become the PowerPoint of VR, just able to build a far more visually interesting solution that can grab users attention.

Having launched in Europe last year, VRtuoso has already managed to garner interest from several big Fortune 500 companies such as American Express, BT Group, PwC and BP. BT was that impressed that it has begun re-selling VRtuoso to business customers.

“VRtuoso hits the sweet spot for businesses thinking about using VR for immersive learning because it is so easy to use,” BT’s SVP of external innovation Jean-Marc Frangos has said in a statement. “It democratizes VR for learners and teachers alike. For example, great user-generated content can be repackaged and reused meaning reduced costs.”

 

VRtuoso

 

In the video below, Furnari goes into greater detail regarding how the system works and what businesses can expect to pay for a VRtuoso system, the price increases depending on how many headsets they’d like to connect.

“Companies no longer need to engage a digital agency to create VR apps for daily use, such as in L&D and sales,” Furnari has previously commented. “We have commoditized VR production and usage meaning enterprises can now embed VR in all facets of their business, while saving them money. VRtuoso is the true turnkey Virtual Reality learning product.”

As VRtuoso continues to expand its business portfolio VRFocus will keep you up to date.



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New Rift Game Teased From Sanzaru Games, Creators Of Marvel VR

Cryptic tweets are fun to dissect sometimes, but this one rivals on the verge of almost unfair in how ambiguous it is. Yesterday afternoon the official Oculus Rift Twitter account tweeted out a GIF of an ornate, mystical door ordained with a reef of antlers and emblazoned with skulls and flames seen quietly flickering against a wall. All the tweet says is: “Adventure awaits through this door. How will you forge your destiny? A new journey coming soon from and Oculus Studios. with no other indication of what it’s about.

See for yourself:

Now, it seems to be pretty clearly tied to a brand new title rather than related to Marvel Powers United VR, the company’s previous game. I asked an Oculus representative for more details. They mentioned that the hashtags hint that this door may be an item that you can place in Oculus Home.

The first part of the tweet references “adventure” and forging a “destiny” which certainly gives off some very mystical vibes. Adventure style narrative VR games like The Gallery, Obduction, Lone Echo, and Robinson: The Journey are some of the most captivating experiences available so it would be great to see Sanzaru tackle something like that. Both Marvel Powers United VR and VR Sports Challenge (a Touch launch title they worked on) are designed to be easy pick-up-and-play short burst type games, so I’d love to see them work no something longer form.

Ultimately we just don’t know very much about this one yet. Stay tuned for more as we learn it and let us know what you think down in the comments below!

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Sheffield Doc/Fest 2019 Launches £20,000 Commission For VR/AR Docs

Sheffield Doc/Fest 2019 is on the hunt for its next big documentary using immersive tech.

The festival today announced the launch of its Alternate Realities commission. It’s offering £20,000 to produce a new digital project that could use either AR, VR or other media. That’s quite a jump on last year’s £12,000 commission, which produced a VR experience called Face to Face. Previous projects also include the emotionally moving Future Aleppo.

This year’s winner will feature at the festival in June. But Doc/Fest has also partnered with digital creativity festival, MUTEK. The winning experience and its creator will travel to the festival in Montreal, Canada for the show from 20th – 25th August. You’ll also have a chance to speak at the event.

The piece will also feature in the Alternate Realities Exhibition Tour that travels across the UK and beyond following the festival.

“I am thrilled to welcome Site Gallery, British Council and MUTEK as new supporting partners, alongside Arts Council England; these new relationships will amplify the impact of the project and offer prestigious exhibition opportunities and profile for the successful artist,” said Dan Tucker, Curator of the Alternate Realities programme, in a prepared statement.

Interested? Submissions are open now so have your proposals at the ready. You have until midnight GMT on February 25th to get them in.

Sheffield Doc/Fest runs from June 6th – 11th. You can expect the return of the Alternate Realities exhibition, which has hosted some of our favorite VR experiences of recent years. We’re looking forward to it.

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As part of the annual Sheffield Doc/Fest which takes place every June is the Alternate Realities Commission which seeks artists to create a digital project. The festival has now opened submissions for the 2019 exhibition, where one lucky creator will receive completion funding worth £20,000 GBP.

Face to Face Project Still

Supported by Arts Council England, Site Gallery, British Council and MUTEK, the Alternate Realities Exhibition is looking for a new digital project focussed on non-fiction. The Festival is particularly keen to receive applications from artists, organisations and institutions working in multidisciplinary installation, augmented reality (AR), interactive art, 360º video, virtual reality (VR), a room-scale experience, gaming, motion comic formats and live performance.

Dan Tucker, Curator of the Alternate Realities programme said in a statement: “This is an exciting year for Alternate Realities at Sheffield Doc/Fest, and in particular for the Commission. I am thrilled to welcome Site Gallery, British Council and MUTEK as new supporting partners, alongside Arts Council England; these new relationships will amplify the impact of the project and offer prestigious exhibition opportunities and profile for the successful artist.”

The successful project will be unveiled at the Alternate Realities Exhibition located at Site Gallery. Artists to have previously had their work chosen include Heather Phillipson, Oscar Raby, Alex Pearson/Marshmallow Laser Feast, Darren Emerson and Michaela Holland/Michelle Gabel. Additionally, the successful commission winner will have the opportunity to speak about their work at MUTEK, Montreal (20-25 August 2019), and tour their project as part of MUTEK Montreal 2020 edition.

“Site Gallery is absolutely delighted to be supporting this year’s Alternate Realities Commission. Especially as the deservedly-celebrated Alternate Realities Exhibition will be coming home to Site, after first debuting here in 2014. As Sheffield’s international contemporary art space, focusing on New Media, Moving Image and Performance, we are perfectly placed to support and develop the exhibition’s evolving ambitions,” adds Sharna Jackson, Artistic Director Site Gallery.

Artists from across the globe are encouraged to submit their proposals to the commission, with the closing date being 25th February 2019. The Sheffield Doc/Fest will take place from 6 – 11 June 2019. For further updates on the exhibition and the content being shown at the festival, keep reading VRFocus.



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Starblood Arena Dev On Server Shutdown: ‘We Loved This Game Deeply’

Eariler this week we reported that PSVR multiplayer shooter Starblood Arena is shutting down. Now developer WhiteMoon Dreams has spoken up with a bittersweet goodbye.

Studio CEO Jay Koottarappallil took to the PSVR subreddit to talk about the game’s closure. “People, we loved this game so deeply,” he wrote, “it became a large part of the studio’s identity and though we work on other things today, the roots of SBA run deep, making this time even harder.”

Starblood was an enjoyable six degrees of freedom (6DOF) VR shooter that launched in 2017. It had some good ideas on how to build a VR shooter, but struggled to find a robust audience. That’s a common theme with VR games. Sony will take the servers offline in July. Koottarappallil revealed that the decision to shut servers down came from Sony itself, and WhiteMoon isn’t being given the chance to save it.

“Sony called earlier to let me know that they were shutting down servers,” he wrote. “The call was something along the lines of “This is always a very hard time, but its time to shut down the servers”. There wasn’t a whole lot of detail past that and there was no option for us to support servers ourselves, much less make any new releases. At the very least, we would have liked to have the option to pay for servers ourselves.”

However, Koottarappallil emphasized that he didn’t want the blame to be leveled at Sony. The post even cites a lot of figures at Sony that helped get the game made.

“As for you, well, I can’t thank all of you enough for how you guys carried SBA from launch,” he wrote, addressing the community. “We launched in April 2017 with zero marketing and PR support, much to our disappointment, but you guys rallied.”

WhiteMoon itself isn’t facing closure, though. Koottarappallil confirmed as much in an email to UploadVR and the post says the studio is working on new projects. Starblood Arena may be over, but hopefully WhiteMoon will continue its work in VR.

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