• Oculus Notes Increased Demand For Seated Experiences, Looks To Reddit For Feedback Jason Rubin of Oculus says he was surprised by people wanting seated VR experiences.
  • AR Glasses For Diabetics: Magic Leap Considers ‘Glucose Monitoring’ Eyewear

    The glasses of the future might watch your glucose levels. Augmented reality startup Magic Leap is exploring smart glasses that can “monitor glucose levels over time” along with other vitals, according to a patent released last week by the US Patent and Trademark Office. The patent was first filed by Magic Leap in November of last

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  • Hands-On — The VOID’s Nicodemus: Demon Of Evanishment Will Terrify This Halloween
    Hands-On — The VOID’s Nicodemus: Demon Of Evanishment Will Terrify This Halloween

    I jumped in surprise within 30 seconds of entering The VOID in Las Vegas. I was cowering in fear just a few minutes later.

    Out of the corner of my eye I saw something rush toward me. I heard it coming closer as I pointed my head down and closed my eyes. I waited for it to pass.

    Then I felt something dig into my shoulder.

    A powerful chill moved down my spine and throughout my body. I crossed my arms to rub the goosebumps and tried to laugh off the feeling something had grabbed me. I remembered earlier, when I was getting strapped into the headset, I was looking down at my vest and reading the word “Rapture” upside down. Of course — it was The VOID’s haptic vest.

    When The VOID upgraded to Rift-level visuals last year I drove out to Utah to experience it. I was impressed with their walk-around system and environmental effects, though both Ghostbusters and Star Wars experiences from The VOID invite comparisons to forms of 2D entertainment. Is around $33 per person in The VOID worth the price in comparison to $15-20 per person for a two-hour movie? Or $60 for a new video game with 10 or more hours of content to play?

    The VOID’s first public VR experiences draw people to venues with the promise of stepping into a world made famous on the big screen. In places where there are VOID locations like Downtown Disney and The Venetian there’s a built-in audience of people ready to pay some money to visit another world for a bit. And, in each of the first public VOID attractions, you hold a gun in your hands to defend yourself. It is a bit of security in Ghostbusters, for example, when spirits are ready to rush at you. These guns, though, tend to limit interaction while inviting comparisons to first-person shooter games.

    It is much harder to make comparisons to 2D forms of entertainment with Nicodemus: Demon of Evanishment when you naturally use your hands to interact with the world while exploring a haunted building. The only comparison I can make to a video game is the setting in the late 1800s at an abandoned world’s fair is a bit like stepping into Rapture or Columbia from Bioshock. According to The VOID, co-founder Curtis Hickman helped develop the story for Nicodemus and found inspiration in a love for haunted houses.

    These are the characters people can become inside Nicodemus: Demon of Evanishment.

    I want to describe a specific moment in my recent trip to The VOID that would be a major spoiler, so skip to the next paragraph to avoid. In one of the rooms there are three dioramas without power. At the first diorama on the left side of the room I spotted something glowing. Sitting on a shelf at the front of the diorama there was an outline of a hand glowing in red. Since it was just me alone — I laughed a bit and put my hand on the shelf. A little

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  • A PlayStation VR 2 Wish List With speculation about the PlayStation 5 already running wild, Rebecca ponders what a new PlayStation VR might be like.
  • Déraciné Is A Return To From Software’s Pre-Dark Souls Roots
    Déraciné Is A Return To From Software’s Pre-Dark Souls Roots

    One of the most surprising VR reveals from E3 last week was Déraciné, a new PlayStation VR (PSVR) exclusive from Dark Souls and Bloodborne developer, From Software. Directed by Hidetaka Miyazaki, the game is very different from the two action series he’s best known for, but that doesn’t mean Déraciné is unlike anything the team has done before.

    Speaking to the PlayStation Blog, Miyazaki revealed that the game was partly born from a desire to get back to the studio’s roots making adventure games. “As we were starting to wrap up Bloodborne and Dark Souls III we were obviously looking at what might come next, but at the same time we were looking at what we’d done in the past,” the developer said.

    Miyazaki then referenced one of From’s older games, Echo Night, speaking to the heritage the developer holds in the genre. “So that gave us the opportunity to start having an internal conversation about what we could do within that genre, while at the same time looking at VR – and the two ideas meshed well,” he explained.

    Not only that but the developer believes it’s time to try something different and perhaps even stranger than his recent games. “”I think occasional surprises are enticing to our fans,” Miyazaki noted. “This is exactly that. It’s unexpected and doesn’t follow on from any of our recent titles – hopefully it appeals to our audience by being something new and fresh. It felt like the right time to do that.”

    We couldn’t agree more. Déraciné looks like a game that really understands VR, rather than simply trying to translate the thrills of a Souls game into headsets. We went hands-on with the game at E3 and came away intrigued by its strange beauty.

    Look for Déraciné to arrive on PSVR later this year.

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  • Liveblog: Unite Berlin 2018 – ‘TRINITY: Next-Level Graphics for Cinematic VR’ TRINITY: an interactive sci-fi VR movie experience that puts the user in a where humanity has long since vanished.
  • Unity Announces Project MARS For Improved AR Development During Unite Berlin keynote, new tools for AR development are revealed.
  • SpringboardVR Announces Partnership With VoodooVR Bringing turnkey virtual reality offerings to Europe.
  • E3 2018 Hands-On: Ghost Giant Is A Charming Puzzle Game About Friendship
    E3 2018 Hands-On: Ghost Giant Is A Charming Puzzle Game About Friendship

    Ghost Giant was one of the lucky few PSVR games that got some of the spotlight on Sony’s official PlayStation Blog a few days before E3 actually kicked off. Since we knew about the title going in, we had some idea about what to expect, and for the most part it met our expectations.

    When we first saw Ghost Giant, we had initially assumed it’d be a bit more fast-paced and blend puzzle elements with platforming segments, sort of like Turbo Button’s Along Together. What we found out at E3, though, is that it’s shaping up to actually be a pure puzzle game for the most part.

    The premise of Ghost Giant is that you are a large, lumbering ghost that only the main character can see. During our demo we got to meet him, a small cat boy named Louis, for the very first time. He’s walking along in his village and is hounded by bullies. Once he notices the player he cowers in fear and it’s up to you to convince him to give you a chance at being his friend. It’s a cute interaction and the voice acting is well done.

    He runs away to go hide in his room, which then kicks off the puzzle part of the experience. His door is locked and you’ve got to figure out how to get inside so that you can prove you’re not scary. Never mind the fact that breaking and entering is, in and of itself, a bit scary. It feels like an odd beginning to a friendship, but without seeing the full story in context it’s hard to cast judgement.

    I don’t want to overtly spoil too much even if it is an early game puzzle, but what you’ve got to do involves searching the environment (and I mean really leaning down, craning your neck, and looking around) for ways to manipulate things. You can pick up and move items in the world, spin buildings around, and interact with characters using indirect methods. For example, switching channels on an old man’s TV to something boring might cause him to fall asleep and drop what he’s holding.

    Generally speaking a good puzzle game will give you everything you need to figure things out without getting lost or confused for too long. Patience and attention to detail are key of course, but things should present themselves readily if you’re actively engaged. I’m a little worried the puzzles in Ghost Giant may end up being needlessly vague or obtuse. During my brief demo a developer needed to guide me a bit more than once because it just wasn’t clear what I was meant to be doing. Whether it was bad clue placement, poor visual indications, or just unclear level layouts.

    Once you get through to Louis though, the charm shines through again. All the little design hiccups faded away when he smiled at me for the first time.

    Near the end of the demo the bullies return and there’s a cute moment where I scare them off

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  • Liveblog: Unite Berlin 2018 – ‘How to Drive VR/AR Use Cases for Enterprises Using the Example of Volkswagen’ The story of how Volkswagen is using VR to make training for 10,000 of their production and logistics employees more accessible and effective - and more.
  • How Sheffield Doc/Fest 2018’s VR Showcase Bested Even E3
    How Sheffield Doc/Fest 2018’s VR Showcase Bested Even E3

    Dan Tucker is apologizing again. We’re stepping over cables, ducking under scaffolding and trying to hear each other over the drone of drilling on the first day of Sheffield Doc/Fest. Things are running a little late and the Alternate Realities Arcade, a staple feature of the festival that highlights VR and AR’s work in the documentary field, isn’t quite up to where it’s meant to be. Tucker points to a hole in the wall leading into a dark exhibition space and explains that an inflatable mushroom crowd will fill the gap, promoting Gabo Arora and Saschka Unseld’s nuclear disarmament piece, The Day The World Changed. There’s a sense that something special is just a few hours away from being born (and, as this 3D scan shows, it was), though right now tensions are a little high.

    But Tucker needn’t be so apologetic; it’s painfully clear that we’re on a late start simply because Doc/Fest is trying to make a VR exhibition unlike anything you’ve ever seen before. The actual work speaks to that.

    Frankly, Alternate Realities did more to validify VR’s artistic potential this year than the entire gaming industry could muster in an enormous LA-based convention hall running concurrently. In a backroom of the Trafalgar Warehouse in which the arcade is situated, a handful of experiences shown to me on laptops and mobile headset easily drowns out the busy work in the background.

    As always, Doc/Fest’s curated list of experiences is rarely an easy watch. This year’s arcade is made up of two floors that Tucker explains he pieced through in order to provide two different experiences. On the lower floor are installations that put you in the shoes of others, utilizing VR’s ability to help us take on new roles. In Porton Down, for example, I relieve the experiences of an ex-serviceman that was subjected to unconventional testing in the 50’s. I sit on a chair and complete reaction-based tests like pressing a button as quickly as possible while my vision becomes increasingly hazy. At the end of the experience, I’m shown that all of my data throughout has been tracked and that I myself have been a test subject. It was a sensation I will never forget.

    Other experiences delve deeper into the tricky landscape of mental anguish with harrowing efficiency. In Aaron Bradbury and Paul Mowbray’s Vestige I’m given a first-hand account of dealing with grief after a young woman loses her soulmate. Painted into reality with vibrant threads, the piece has a warm glow to its nostalgic memories that’s quickly stripped away as Lisa describes the pain of watching the man she loves die. Reality itself begins to scramble and, for a brief few moments, you feel yourself lost in her suffering in a way you might not on the big screen.

    Mind at War from VR artist Sutu has a similar effect. It tells the true story of Scott, who joins the military in the wake of 9/11 and only finds his decision to carry great personal cost. Brought to

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  • VR Memory Palace Platform Macunx Hits Rift, Vive For Free Today
    VR Memory Palace Platform Macunx Hits Rift, Vive For Free Today

    Macunx VR is set to deliver a new way to learn inside the Oculus Rift and HTC Vive later today.

    This new app from Aleksandar Kojic, Milos Kojic and publisher Linguisticator was funded on Kickstarter last year. It allows users to create their own virtual memory palaces. A memory palace is a way of organizing a user’s memories by first associating information with images and then placing them in an environment that allows you to systematically revisit and remember the information at an appropriate time. You can see how it works in the video below.

    So, say you wanted to remember all the different types of VR headsets out there. You might associate images with the Rift, Vive, PSVR, Go and others using objects that rhyme of sound like the given device. You could then place them around an environment familiar to you and memorize them as you tour your surroundings. In theory, this would help you to mentally revisit the palace later on when you need that information.

    To help with this, Macunx allows importing of 3D models from Google’s Poly platform that you can place on pedestals and other objects. You can also use fences and walls to steer yourself through a memory palace and summon 2D images from Pixabay, too. It’s an intriguing idea that could be beneficial to things like exam revision or job interviews.

    For now, Macunx VR is free to use as an Early Access buold, though that may change in the future.

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  • Why You Should Steal Yourself A Look At Grand Theft Auto V In VR It might not be official, but you can still enjoy GTA 5 in VR. GTA BOOM contributor Logan Smith goes through some of the best virtual experiences you can have in the title.
  • First Contact Entertainment Reveal More On Firewall Zero Hour In Interview VRFocus got the chance to catch up with the team at E3 2018 and learn more about the upcoming shooter.
  • Leap Motion Announces New Project North Star Demo New demo uses Table Tennis to show how new skills can be taught in AR.