Category: Immersive Theme-worlds

  • LARPing Assists in Theme World Marketing

    LARPing Assists in Theme World Marketing

    While not necessarily related to AR/VR/MR, immersive experiences are becoming more and more available to us in every day life. Live, immersive theater such as “Sleep No More” is becoming more popular than ever. Brands are using these same immersive, interactive techniques to pull the audience into their theme worlds in an attempt of lavish marketing. Here are a few examples:

    Samurai Films

    Ever wanted to be a Samurai but don’t want to necessarily devote a large portion of your life studying the way of the sword? Samurai Films lets travelers at the Haneda Airport tape a scene as a samurai and have it edited into a professional-looking feature. Led by movie stuntman Kenji Sato, the project allows those who partake to dress the part and battle ninjas, all documented in a short movie showcasing their swordsmanship. The entire process, including costume change, rehearsal and filming, takes 2 and a half hours and is available at the airport only on certain occasions.

    Star Wars

    This one is a no-brainer as guest are invited into Disneyworld Star Wars experience and become co-creators of their own story within the Star Wars Universe. When the Star Wars resorts open at Walt Disney World and Disneyland in 2019, the theme park will allow visitors to develop a reputation. If a visitor rides the attraction that pits the First Order vs. the Resistance, the side they pick will have ramifications throughout the park. You may be asked to do tasks for one side or the other in a bar and whether you choose to do it or not could affect your park experiences. The whole point is to immerse the viewer in Star Wars in a way they’ve never felt before. I know too many people who are chomping at the bit for this opportunity.

    Lust Experience

    Like Sleep No More on extended Viagra, the Lust Experience is an immersive theater project in which 100 participants are involved in a months-long game of conspiracy and paranoia. Each person involved in the experience has to complete various tasks, including speaking with actors on the phone, taking part in one-on-one encounters, and tracking messages while grisly murders and corrupt deals take place.

    SimuLife

    This is a new one for me and more surprising since it is created my one of my mentors, Jeff Wirth and his Interactive Play Lab. Simu-Life is four-day fictional narrative experience that plays out in real-world locations, mixing the line between reality and fantasy by letting users interact with the story as part of their daily lives. The experience is centered around one or more participants, and is supported by a full cast and crew, as well as captured on hidden cameras. I’ll need to contact Jeff to get more information about this extended experience.

    Westworld

    The remake of the Westworld movie into the HBO television series left me at a fairly satified state. However, There’s money in them dare hills thus HBO is creating a new series. To help promote this new series they contracted a UK based robotics manufacturer to pull a little stunt in a local UK pub. The glitchy robot had conversations with the unwilling patrons, asking them such questions as, “What are your thoughts on the impending humanoid robot invasion?” and “Humanoid robots are so much useful than humans, don’t you think?” I think it was a fairly effect publicity stunt.

     

  • Alien: Descent, the next installment in Location Based Immersive Entertainment

    Alien: Descent, the next installment in Location Based Immersive Entertainment

    I would be on the look out for more events such as this since I believe it will become more and more common. Location-based VR could be a $1 billion industry by the end of the year and grow to a $12 billion industry by 2023, according to projections from Greenlight Ventures.

    Alien:Descent is the newest attraction to hit The Outlets at Orange, in Orange County California. Not much is known about the attraction other than a participant and three other friends will find themselves investigating the beleaguered Weyland-Yutani mining station. I don’t know what they will find there but I have a strong suspicion that this will be an Aliens theme re-skinning of the Zero Latency, zombie shoot-em up attraction.

    Pure Imagination is the studio behind the attraction. I don’t know much about them other than being located in good old Van Nuys, where Rocketsled once had an office. The attraction claims to be wireless. This is OK. But there must be some kind of quality compromise for choosing to go this direction. Co-founder Joshua Wexler exclaims, “Even though it’s wireless, the company believes it’s achieved a visual quality as good as, or even better than the tethered VR experiences available today.” Whether or not this is true will yet to be seen. I personally am suspicious.

    Participants will be wearing mocap markers on their hands and feet. I have no idea what system they are using, but they will need an external computer to handle the tracking calculations and then pump them to each of the individual displays. My suspicion is that the treatment given to avatars will be no better then Zero Latency or even The Void.

    Good Luck Pure Imagination and Alien: Descent. We are all rooting for you to keep delivering quality experiences that can’t happen at home!

  • Alien Zoo Opens to Positive Comments

    Alien Zoo Opens to Positive Comments

    Just last week, Dreamscape Immersive opened it Alien Zoo experience in Los Angeles. The opening was kind of quiet and it’s been somewhat hard to get information about the new location-based experience. Ian Hamilton of Upload VR was one of the lucky few to have gone through the experience. He writes about his experience in his article, Dreamscape’s Alien Zoo Creates A Sense Of Awe And Wonder.

    In the article he creates a compare and contrast to the Void’s Star Wars and Ghostbuster’s experience. He is very quick to note that the Void experiences few very much like shooter type video games where Alien Zoo feels somewhat different. Like The Void, Alien Zoo has the participant done backpack computers and Oculus headsets. They also put on foot and hand coverings. Withing the experience, the physical immersion is dramatically different. Participants can shake hands with each other, give each other high fives, exchange objects and even physically interact with denizens of the story world. The avatars do a very good job tracking the participants’ positions. Colliding with each other and objects in the scene are not a problem.

    The article admits there are still problems with the experience especially with story near the end of the experience. However, he did not feel these distractions were deal-breakers. The new media format is still in its infancy and has far to grow.

    If you are in the Los Angeles area and have $20 burning a hole in  your pocket, make sure to check out this new attraction and be part of the evolution.

  • Dreamscape Immersive opens “Alien Zoo”

    Dreamscape Immersive opens “Alien Zoo”

    Yesterday, Dreamscape Immersive opened it’s first location-based immersive experience, “Alien Zoo”. It is open now through March 2. This project has been hidden up until now so no real information is available at this moment in time. Until I have an opportunity to experience it for myself, we’ll need to depend on the reports from fellow explorers.

    What I do know can be found on their website, http://www.dreamscapeimmersive.com/index.html. The participants can share their experience with up to six others and should take about 40 minutes. I don’t know if the layout will be an open sand box or if you will be confined to a specific platform. The concept art suggest the group will be bound to a motion controlled vehicle which will tilt and swivel in place as the platform guides the participants through the experience. Participants will be equipped with backpack computer and head mounted display, gloves and shoe coverings. These components tell me that Dreamscape Immersive is utilizing Vicon tracking technology to not only track HMDs but also hands and feet and most probably waist movement as well. This means participants will be able to see and observe their own avatars as well as observe and potentially interact with the avatars of other participants. Because of the Vicon tracking participants will be able to interact with props and sets and, potentially, interactors within the experience.  The interactors are teased as Megaraffes, giant brontosaurus-like giraffes, Frogcats, which should drive merchandising wild and the spider-like Sicari which will add a bit of interactive danger to the experience.

    As mentioned, this experience will be using Vicon tracking technology. This should deliver a truer one to one physical experience than the Void’s “Secrets of the Empire”. Instead of tracking head and gun position and partially tracking hands, Dreamscape Immersive should be able to lock on to a physically accurate interactive experience with everything in the environment. This sounds really interesting! Also of note, Dreamscape Immersive provides specially tracked wheel chairs for physically impaired participants. This sounds like a great way to include handicapped folks and have them integrate naturally with the experience. This is a very interesting approach to the throughput puzzle.

     

    I am very excited to test this new experience out! It will only be around for a few weeks and no doubt be replaced by another groovy interactive experience. Way to go gang!

     

     

  • More Information about Secrets of the Empire

    More Information about Secrets of the Empire

    I’m very excited for mid-December to roll around here in Central Florida because that marks the opening of the Void/ILMX/Disney venture at Disney Springs called “Secrets of the Empire” 

    Folks who know me know I am extraordinarily bullish on the whole immersive experience market and the Void is definitely leading the charge. While they may not be the best they have definitely put the money into the much needed research and are developing a legitimate, rewarding experiential platform. Regretfully I have not been able to go to New Yourk or SLC to check out any of their installments. Secrets of the Empire(SOE) is their first installment to Central Florida. I’m hoping, because of its vacation destination status, Orlando will become a hub for immersive experiences. A friend of mine from the University of Utah recently had an opportunity to explore the SLC based company. He confirmed that the Void definitely has their fingers on the pulse of this progression. In other words, he though it was awesome.

    Bryan Bishop from The Verge recently had an opportunity to check out a prototype of the experience in the Imagineering Campus at Glendale. He describes his experience in his article, Secrets of the Empire ready for prime-time. In a nutshell Bryan is a big fan of the experience and feels it is well qualified to carry to label of being a genuine Holodeck-esque experience. He mentions that the physical props and sets integrated with the physical haptics, (haptic chest feedback, smell, heat/cold), and awesome looking imagery contribute to a rewarding, immersive experience. All-in-all he thought it was a tremendous amount of fun! The amalgamation of all these sensory stimuli does an effective job creating a compelling sense of autonomy and agency.

    What I thought was really interesting was how the experience adhered to the cannon of the Star Wars theme world. The events of Secrets of the Empire are canon in the larger universe, and while the narrative is fixed, it’s the nature of the medium that every individual who goes through will have their own unique experience based on what they do, how they react, and who they go in with. It creates a unique opportunity for replayability — even at $29.95 per ticket — with guests able to experience different elements or even take on different duties in certain scenes depending on how aggressively they choose to play. In other words, each experience of SOE is unique with the participant co-creating the story with the experience production team.

    As per my past criticism about the Void’s tracking techniques and limitations,  Bishop found the hand tracking to be inconsistent, with his virtual hands appearing smoothly at some moments, while remaining stubbornly nonexistent at others. In a portion  of the experience that required him to hit a number of buttons in sequence in order to escape a room, the tracking between the physical and the digital seemed so misaligned that he was unable to solve the puzzle altogether. And while the visuals were quite good, the realm of photorealism yet had not yet been met.

    Problems aside I am very excited to participate in this experience myself. I am very enthusiastic about this experience and the evolution of this new media. If quality experiences, such as this, keep coming out, then many of the noticeable problems will disappear and participant will focus exclusively on the opportunity for collaborative story telling.

  • Universal’s The Respository Review

    First of all, I would like to call out and congratulate Universal Orlando for putting out the money to create The Repository. The Repository represents an entirely new form of transmedia story telling which is now only in its infancy. To go out on a limb, shell out what looks to be a phenomenal amount of money and subject guests to not only a very pricey ticket ($50) and entirely new experience really take guts. It must have been a logistical nightmare to put all of the components together. For the most part they did a great job. They pulled it off and got it done! The experience itself had its good points and bad. All the same the experience was complete and most of the people coming out of the experience were rewarded with a good time, which is really the ultimate goal.

    The staff and the presentation were outstanding. The folks at the beginning of the experience were kind and friendly and offered an almost pub-like waiting area. After the experience, we had the opportunity to talk with the person who was in charge of IT for the experience. (If any computer system went down during the experience, her job was to get it back up.) Sarah was extraordinarily accommodating for the barrage of questions we sent at her. The experience executed without flaw and flowed like clockwork. What is most impressive is that this is one of the first times Virtual Reality has been integrated with immersive theatre and they were able to make it work.

    As with everything in Universal Studios, the presentation of the overall experience was outstanding. The rooms were expertly dressed and detailed. The props and sets were taken right from a movie shoot. All of the costumed performers and all of the sets were professionally dressed.

    The quality of the VR experience was not outstanding. This could be one of two reasons. The first is that the Head Mounted displays(HMDs) were untethered. This of course means the headset could only produce as much GPU power as the small device could pump out. The HMDs did not appear to be of GearVR quality . This could mean they were using something a bit more primitive and a bit more military grade. The second reason is that the experience may have been assembled very quickly not utilizing a commercial game engine. Being very stable is very functional but at the cost of quality.

    The quality of the tracking was not inspiring. To someone unfamiliar with VR technology it may have been acceptable. However, once you become familiar with some of the more modern tracking devices, such as the Vive, you start to become very sensitive to a less than perfect tracking. The latency of tracking information could have contributed to this less that awesome VR experience.

    Inside the VR experience were three “rooms”. They did a very good job maintaining a consistency with all of the three rooms. As I mentioned before, while the quality was less than thrilling, it was consistent. Consistency through the experience is essential for maintaining immersion. This the Universal folks did very well.

    Regretfully, the VR experience did not maintain consistency with the overall attraction experience. The sets, props and interactors were of such a high production level it was almost a disappointment to be in the VR experience. To me this is the hardest attribute to achieve. I would almost have suggested to Universal to make the entire experience in VR in order to maintain the level of consistency. That would have made the VR portion infinitely more complicated. One would have to ask if the VR portion was even necessary and could it have been pulled off by just adding three more props room to the experience and ignoring the VR. That is something only the Universal folks can answer.

    I love the fact that the experience was so heavily integrated with interactors. The actors themselves provided wonderful performances. This really helped with the overall immersion. Regretfully all of the performances felt as if they were following tight scripts and would not improvise. Of course there were breaks to keep unruly participants in line. Other than those situations the interactivity was extremely one way. I feel this was a lost opportunity for the participant to collaboratively build the story from their own perspective. There seemed to be no interaction in the VR experience. I was lucky enough to go into the VR experience by myself and they sent an interactor to go with me. Other than seeing an avatar representation of his character (a simple mask) there was no opportunity for collaboration. My companions who went through the experience together remarked that while they could see each other’s avatars, there was no real opportunity for collaboration and co-participation. I think if Universal attempts to build Repository 2.0 this should be one of their early objectives. The collaborative experience either through co-participation or with an interactor is what will make this new media really succeed.

    The sound in the VR experience was a big disappointment. Very simply the sound was cacophonous and contributed to the overall confusion of the situation. I heard commands being sent to me but was really unsure if I was being heard back. ( I did try to communicate back :)). Maybe further investigation in binaural sound will help alleviate the overall confusion this created.

    I had problems with the overall story and theme. Honestly, I was overwhelmed and spent most of the time wondering just what was going on. I was lost in the story and ultimately the objective. There were some recognizable components but then they seemed to get lost in the blur of activity. (I never realized how cliché the iMyth experience was until I participated in The repository) I was overwhelmed. If the stories flowed a bit more consistently I feel the experience would have been much better.

    Reinforced by a military sub-element(I never really understood what or why) the entire story was extremely linear and felt as if it were on very tight rails. This killed the interactive storytelling aspect for me. I wanted time to take in the experience, converse with the interactors, explore the sets and the VR worlds and in general immerse myself into the story world. I suppose this would be too cost prohibitive and prevent the numerical throughput required for Universal to make a profit. I still can’t help feel I only received a small sampling of the ultimate potential. Maybe this is enough to make folks want to come back for more. However, the $50 admission price tagged on to the already expensive HHN admission left me feeling unsatisfied. I wanted to understand more about this story world but regretfully will never obtain.

    During the “play” and VR portions of the experience, the interactors could touch and physically interact with me but I could not touch them. I understand this limitation from the immersive theatre aspect. However, I really wanted to touch things in VR. My hands kept going through objects in the scene and this broke the immersive feeling for me. I personally had no problems being touched by the interactors within the VR experience. However, as we found out later, this upset other participants immensely. Regardless, I still wanted to touch objects while in VR.

    All in all, I am very happy to have gone through Universal’s Repository. This is the first venture into this new immersive transmedia storytelling format and they were successful in pulling it off. Great Job Universal! Of course I have my criticisms but they do not discount the fact they were able to combine the myriad of logistics to create a cohesive experience. I hope my criticisms may provide a better and more rewarding experience next year if they decide to do this again. I very much hope they do!

  • Two Brothers Knocking it out of the park in Canada

    Here is an inspiring article about two brothers in Edmonton who are trying to do a lot of what iMyth is attempting and knocking it out of the park!

    Edmonton Brothers Creating Cutting Edge Virtual Reality Haunted House in Basement

    What is great about what these guys are doing is that there are two participants in the experience, each with a Vive Headset. This is a technological breakthrough that iMyth has just recently overcome. Of course the participants are not interacting with real props and sets and of course no interactor. However, they do seem to have a very simple formula and they are making it work. Haunted Houses are the first immersive media destinations. This new form of media will grow past the Halloween!

     

  • Fear Factory Jumps into Immersive Experience Game

    Howdy Gang!

    It would appear there is yet another additional player into the immersive experience game.

    The Fear Factory in SLC seems to be combining the concept of immersive VR with traditional Haunted houses.

    Fear Factory

    I discovered this experience while looking through the ‘Fear Factory’ article posted on Road to VR.

    The Fear Factory is this jumped up Haunted House in Salt Lake City. They partnered with a local VR retailer to add VR to the overall experience. The retailer, VR Junkies, appears to be a VR Arcade equipped with HTC Vive. If this is the case then the VR portion of the Haunted House may be very similar to the experience we are creating at iMyth.

    From the website, VR Junkies does not appear to be a production company, at least not yet. If that is the case then they will be displaying pre-created material from another third party company. Hopefilly this does much to encourage the overall demand for immersive content.

  • What Dungeons & Dragons Can Teach Us About VR

    I just listened to a great pod cast from a Road to VR article, What Dungeons & Dragons Can Teach Us About VR.

    In this podcast the announcer interviews Chris Perkins, Master Dungeon Master and Head Story Creator for Dungeons and Dragons. During the interview they discuss why Dungeons & Dragons is such an effective collaborative storytelling medium and how VR and technology in general can not quite live up to those demands.

    I am inspired by this interview. First it explains exactly where VR needs to be in order to generate a rewarding experience  similar to Dungeons and Dragons. Even more importantly the interview helps explain some of the methodologies of what iMyth is trying to achieve and why they are important.

    One of the comments made near the end of the interview is that whenever Chris Perkins put on the VR headset he was experiencing a situation from someone else’s perspective. He was looking forward to the opportunity to experience that same situation but from his perspective. The individual perspective is what makes the experience memorable and live on in the accounts told about the experience. I can’t help but feel this is the essence of what collaborative storytelling/experiences are all about.

  • Room Scale VR Arcade

    This article is a bit old but I wanted to provide a link for it, Control V, First Vive VR Arcade.

    This does a good job explaining how a Facility could be created with several experiences going on at the same time.