The reality of marketing a VR game in a 2D world
Experiential is obviously the way to go? Well yes, and now that we’re fast approaching launch expect the major headset players to attend the main consumer shows such as EGX or Paris Games Week in a big way, or set up their own hands-on events, such as HTC’s current tour of the Vive in North America. These experiential opportunities will be the key focus for the hardware manufacturers to get headsets on as many heads as possible, and create the evangelists and desire for their product.
However experiential isn’t going to be an available option for everyone, especially your smaller studios.
In reality, once VR has become a part of all our lives and everyone is interacting with content on a daily basis, much of the marketing will be done within the headset where it’ll be at its most effective and where viewers can interact with what you’re selling to them. Technology will have figured out a way to do this cheaply and effectively – as we do now with our 2D assets – and the next thing you know we are all Wade Watts living in a virtual world…
In the meantime: Stick to your 2D trailers, maybe do a bit of picture-in-picture if it works for your product and you have the resource. Otherwise, don’t worry, the VR early adopters will get it and it’ll come down to how good your content looks, not how fancy the marketing is. Then cross your fingers that the first parties do a great job with their experiential events and come this time next year everyone is a virtual reality expert.
VRstudios raises $1.3M, quietly looks to build virtual reality powerhouse in Seattle
We’ve heard about part of the company before, called VRcade. But there’s more to the story. VRstudios is a larger organization that has three product lines: VRcade, which focuses on video games, VRdesign, which is for architects, and VRsolutions, which offers custom services for VR deployments.
Jamie Kelly and Dave Ruddell, who co-founded VRcade, are listed as VRstudios president and CTO, respectively.
See the full story here: http://www.geekwire.com/2015/vrstudios-raises-1-3m-as-it-quietly-builds-virtual-reality-powerhouse-in-seattle/
Here’s Why Google Should Buy Vuforia From Qualcomm
As Re/code’s Ina Fried wrote yesterday, Qualcomm is thinking about spinning off or selling its augmented reality platform, Vuforia.
That would be a big deal for the nascent community of software developers making applications for AR, which is expected to grow to a $120 billion market by 2020. In May, Apple bought Vuforia’s biggest competition, Metaio, shutting down the public face of the company and bringing its team in-house. Vuforia now claims to have more than 175,000 developers registered on its platform.
According to several executives working in augmented reality, if Qualcomm is going to sell Vuforia to another company (and not spin it out into an independent entity as it did with Gimbal), the best home for Vuforia would be Google.
Other possible acquirers active in the AR space include Intel, which has a computer vision platform called RealSense; HP, which runs an AR platform slightly smaller than Vuforia called Aurasma; or Microsoft, which is exploring how Windows 10 might support augmented reality — and its close cousin, mixed reality — via the upcoming HoloLens glasses.
That might be Apple, but it’s something Google has proven it can do. In addition, Google has the market clout of Android and the technical expertise of initiatives like Project Tango and Google Glass, the latter of which is said to be getting an overhaul behind closed doors under the leadership of Nest CEO Tony Fadell.
See the full story here: http://recode.net/2015/09/05/heres-why-google-should-buy-vuforia-from-qualcomm/
Google, Microsoft, and other tech giants team up to create next-gen video codec
In a rare moment of cooperation, seven of the technology industry's most prominent software makers have banded together to create a next-generation standard for encoding and decoding video streams. The Alliance for Open Mediaconsists of Amazon, Cisco, Google, Intel Corporation, Microsoft, Mozilla, and Netflix, and it's working to deliver next-generation tools it says will be royalty-free and open source.
Companies like Netflix and Amazon can pay millions of dollars a year to license codecs, which allow streaming media files to be transmitted and displayed on our devices. But competing formats, a lack of standards, and battles over patents have created headaches for companies that would rather organize — and optimize — around a single codec. The Alliance for Open Media was likely driven in part by demands for royalties from the industry group HEVC Advance, which is making patent claims on a successor to the popular H.264 codec that is capable of transmitting 4K video at half the current bandwidth.
"The new Alliance is committing its collective technology and expertise to meet growing internet demand for top-quality video, audio, imagery, and streaming across devices of all kinds and for users worldwide," the organization said in a press release. The main goal right now is to develop a next-gen video codec in the next two years that will incorporate all the latest work from Cisco's Thor project, Google's VP9 and VP10 codec work, and Mozilla's Daala initiative. That way, there will be a single technology created by those responsible for much of the backbone of modern Web traffic, along with help from some of the biggest web video providers. The alliance expects to add more members starting next to year to bolster its position against competing codecs in the marketplace.
See the full story here: http://www.theverge.com/2015/9/2/9252753/alliance-for-open-media-next-generation-codec
The Alliance for Open Media press release is here: http://aomedia.org/press-release/alliance-to-deliver-next-generation-open-media-formats/
Magic Leap files 97 patents!
The secretive company has applied for 97 patents, providing a small hint at the futuristic tech it’s developing.
The group of patents, published between August 20 and 27, include devices and techniques for capturing and manipulating light and images. Several discuss “outside light,” which refers to the light from objects that bounces off the eye and creates what the brain interprets as an image. Glasses or a contact lens could interfere, and change what the eye sees. And because Magic Leap is in the business of augmented reality, it could use some of the technology it seeks to patent to dim some of the light from real objects to make the virtual ones it projects appear more real.
Also, as Re/Code notes, the patents discuss displaying light at different focal points.
See the full story here: http://fortune.com/2015/09/01/magic-leap-patents-contact-lens/
Marines Explore ‘Augmented Reality’
While virtual reality puts the user in a completely computer-generated environment, augmented reality superimposes computer-generated elements — say, a tank, a helicopter, or a building — on the real world. That lets troops go through the actual, physical motions of the skill they’re training for and build muscle memory, without restricting the targets and support units.
The system tested in Quantico, the Augmented Immersive Team Trainer (AITT), is primarily meant to train troops to call in airstrikes and artillery barrages. That’s one of the hardest kinds of training to do live. Real aircraft and artillery batteries are expensive and often unavailable when other units want to train with them. Real bombs, missiles, shells, and targets can be used only once. Augmented reality training replaces all these costly components while keeping the crucial one — the human being — with his boots on the actual ground.
AITT could be used for other training in the future. After four years of development and testing, the service will conduct “a large-scale demonstration [and] assessment” this October. The project will move from the Office of Naval Research to the regular Marine procurement system, which will decide whether to buy augmented reality in bulk.
See the full story here: http://breakingdefense.com/2015/09/marines-explore-augmented-reality-training/
Iovine Academy breeds virtual reality innovation
Montana Reed might be in his second year at USC, but his major is still fairly new — both to him and the University. That’s because Reed is majoring in art, technology and the business of innovation with an emphasis on design and venture management, as part of the first class in the Jimmy Iovine and Andre Young Academy for the Arts.
Reed’s emphasis on design and venture management is a result of his interest in running a small business to do design for products. This past summer, the sophomore had the opportunity to intern with Create Advertising in Culver City, entertainment marketing agency that specializes in fulfilling the creative needs of film, television, gaming and branding clients. Reed interned in the company’s virtual reality research and development department along with two other Academy students, Matt Stern and Evan Bovie.
Representatives of Create Advertising were brought in as guest speakers at The Academy to discuss the concept of virtual reality. They also talked about the production process, which resonated with Reed and allowed him to hypothesize projects and connect with them about the internship. He explained that he went into the internship not knowing exactly what to expect or how much he would end up learning.
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During the latter half of the internship, Reed, Stern and Bowie were able to work on a 360-degree video shoot that was their own project. They had to familiarize themselves with areas of business to find cameras, rent out a location and build a crew.
See the full story here: http://dailytrojan.com/2015/09/01/iovine-academy-breeds-virtual-reality-innovation/
4DX 4D Movie Theater Planned In Chicago
Since debuting in 2010, 4DX now operates in 187 theaters in 34 countries including Brazil, China, Korea, Russia, UAE and the UK. It was launched in the U.S. at Los Angeles' AEG-owned Regal Cinemas L.A. LIVE Stadium 14 in June 2014. During its first year, the 104-seat 4DX auditorium generated $1.7 million in revenue. As previously announced, two Manhattan locations are slated to open later this year, at Regal Union Square Stadium 14 and Regal E-Walk 13.
See the full story here: http://www.hollywoodreporter.com/behind-screen/4dx-4d-movie-theater-planned-819349
Disney XD by Maker will search for next-generation talent to create content for the Disney XD website with an eye toward traditional television series development.
Disney XD is looking to Maker Studios to help fill its ranks with up-and-coming talent.
The television network and Disney-owned digital network have teamed up to create a new initiative called Disney XD by Maker that will seek out and help develop a new generation of stars and filmmakers for the Disney XD website, app and cable channel.
Disney XD, a basic cable channel that airs programming for boys ages 6 to 11, will work with a number of YouTube creators in the Maker network including gamer CaptainSparklez and toy reviewer EvanTube to incubate their content.
"We're thrilled to collaborate with Maker and warmly welcome some of its brightest stars to the Disney XD family through Disney XD by Maker," said Disney XD general manager Marc Buhaj.
Added Maker chief audience officer Chris M. Williams: "The Disney XD team has incredible vision for embracing this new generation of talent and Disney XD by Maker is a significant commitment to the space.
See the full story here: http://www.hollywoodreporter.com/news/disney-xd-maker-studios-launch-818992
Bringing Beethoven to the Masses with Virtual Reality
LA Philharmonic is launching a mobile virtual reality orchestral experience tour utilizing the Oculus Rift in select locations around Los Angeles.
The entire VR experience on wheels is being dubbed the VAN Beethoven(because a van/truck) and will run from September 11th to October 18th.
The VAN Beethoven customized truck will give visitors an opportunity to experience the first minutes of Beethoven’s timeless Symphony No. 5, led by Gustavo Dudamel at Walt Disney Concert Hall, in an immersive 360-degree environment.
Visitors will climb aboard the VAN Beethoven truck, complete with carpet and seating from Walt Disney Concert Hall, and put on an Oculus Rift headset connected to the Orchestra VR virtual reality app. Shot with binaural audio capture, users will get the full augmented soundtrack that adapts to the viewer’s perspective.
The VAN Beethoven experience will be available as a free app called Orchestra VR in the Oculus and Samsung Gear VR app stores starting this September.
See the full story here: http://vrscout.com/projects/beethoven-virtual-reality/
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