Category: IMyTH

  • No Man’s Sky to fulfill my prophecy?

    No Man’s Sky to fulfill my prophecy?

    Quite a few years ago, I was very excited about a project called No Man’s Sky, No Man’s Sky and No Man’s Sky Grammar Based Universe. For me this represented the very first wide-open Grammar Based Universe. You may be asking, “What is a grammar based universe?” If you follow the prior link you’ll be inundated by a long winded answer. For the short attention spanned present, a grammar based universe is a fancy way of describing a procedurally-driven world. There is a lot of confusion between the terms Procedural and Automated, and there are some very big differences. Procedural means the implementation of a set of rules and expressions which complement an artists’ skills far beyond what she could create unaided. The important factor here is without human input, there can be no procedurally created worlds. Automation is allowing the computer to create with human assistance. Without going into too much theoretical detail, automation cannot efficiently create realistic CGI worlds. Only when the processes are procedural can life be breathed into the CGI creations.

    No Man’s Sky represented the very first Grammar Based Universe or an entire alternative reality created by artists with the aid of a set, (a very complicated set), of rules and expressions. Regretfully, when the game came out, the gamers were not thrilled. While the Universe itself was impressive, the game-play was not. I did not purchase the game myself so I cannot judge for myself. However, No Man’s Sky appears to be rising from the ashes and being re-released as a VR game. Not only has the game received a google of improvements, it is now multi-player. This is even more exciting since now Not only is No Man’s Sky the first grammar based universe, it is also the first grammar based immersive experience theme world. While I am assuming it still maintains its procedurally driven origins, it now maintains the three fundamental rules of being an immersive experience theme world. A theme world is any collection of all possible human experiences related to a similar concept yet bound rigidly by one central story, theme or cannon; the theme world heart.

    No Man’s Sky is A Theme World – The entire experience is based on the spirit, of exploration and discovery of the the entire universe.

    No Man’s Sky Is physical. Being shifted to VR projects the third person, over the shoulder experience, into the first person. Equipped with CGI hands, the participant is now empowered to explore the universe from the first person perspective.

    No Man’s Sky Is Collaborative. The gameplay is now multi-player. Participants may now explore and , “do things” in the universe either by themselves or with their buddies.

    No Man’s Sky Is Unrepeatable. The entire universe is open for exploration such that no two world necessarily need to be the same. I am not sure of the exact number but I believe there is not enough time in the history of the universe to explore every one of the world No Man’s Sky creates.

    No Man’s Sky is an at home, or non-location-based experience. However, I am very excited for the game to achieve popular status. I want the audience to develop a taste for massive world discovery. The exploration of an open world with occurring events is the spirit of iMyth and I believe this type of experiential media will gain in popularity.

    As this type of media continues to grow in popularity, iMyth will continue to generate new grammar based universes based in different theme worlds; some familiar and some new. With the iMyth arena, the exploration of these theme worlds can not only happen from the home but in location-based facilities where participants can participate in the fullest immersive sensory experience possible.

  • Boom Town: The Ultimate Immersive Experience?

    Boom Town: The Ultimate Immersive Experience?

    I recently came upon this Facebook article from the UK about, what they claim, the world’s most immersive experience: Boom Town.

    https://www.facebook.com/BuzzFeedUK/videos/2330089977077212/

    Before this posting I have never seen or heard of Boom Town before. It sounds a bit like an English variation of Burning Man mixed in with a music Festival. Music Festivals are wonderful immersive experiences. I love how Boom Town is a theme world integrated with the festival. I wonder if the theme world changes each year they put this festival together.

    As far as iMyth is concerned, I think it would be awesome to empower participants to participate in an immersive theme world, such as Boom Town. With the magic of the internet, participants may choose how they interact with the theme world; actively, semi-actively or passively.

    The most dramatic method would be active. Participants would be required to go to an immersive theme world arena, such as iMyth, put on the immersive equipment and jump into the fun. They would be able to physically act and react and participate with all of the sensory stimuli the theme world has to offer. Folks who participate in this method are the most adventurous and crave the most interactive of all experiences.

    Semi-actively, participants could join in the fun from their mobile devices or from their home computers. They will be able to experience the theme world from personal based HMDs such as Oculus, Vive, or even Magic Leap. The important aspect is that the participants would not be required to participate from an immersive theme world arena. However, they will not be able to Physically participate. They will contribute to the experience as interactors or non-physical participants. Folks who participate at this level may not be able to physically participate in an iMyth arena. They may simply wish to not interact as deeply; metaphorically wading into the water instead of diving in.

    The third option is to participate passively. Restricted once again to a mobile device or home computer, the participant will not be required to employ a visualization device, (HMD), but could view the activities of the theme world from their phone screen or monitor. The view options of this passive perspective are unlimited. However, the amount of interactivity and immersion are also the least. This perspective is for folks who wish to watch on the sidelines and sample the experience before venturing in deeper.

    Festivals such as Boom Town are an inspiring goal of where immersive theme worlds can get to. Since iMyth experience can exist on all three levels of interactivity and immersion, they might actually be able to become something even larger. This of course will need to be explored further once immersive theme worlds start gaining traction.

  • Smell ‘O Vision

    OK – everyone loves to pick on the Japanese for their quirky fascinations and the lengths they will go in to satisfy these interests. In this case a Japanese inventor may be on to something that is really useful for the iMyth Experience. A VR company called “Vaqso” has come up with a method for delivering small amount of reconfigured fragrances to the participant from a small module mounted beneath the HMD.

    Here is the article posted from Anime News:

    Vaqso VR is a device about the size of a candy bar that attaches to the bottom of VR goggles with magnets. It will react to different games and provide smells depending on the in-game situation. In a demonstrative game, the player could sniff gunpowder during target shooting and the aroma of peach when one was shot. A girl appeared at the end of the game, along with the smell of shampoo. But developers are interested in a much wider array of scents — fried chicken, curry, cypress, even nasty smells like rotting flesh and sewage for games like Resident Evil. The smells will also strengthen or weaken depending on the player’s distance from their source.

    The VR device will operate by cartridges, each of them containing a different smell; the prototype has space for three, but the developers hope to fit more than five in the final product. Shutters open at the front of the device at a signal from the game, and fans blow the smell toward the player. The device is battery-operated, and each cartridge lasts about a month, or dozens of hours of playtime.

    Vaqso’s CEO, Kentarō Kawaguchi, is also the CEO of ZaaZ, a company that has been developing smell-generating devices to use in sales promotion — to create the right atmosphere for a bookstore, say, or to make a vending machine or poster exude the right scent. His special advisor is Fumio Kurokawa, an opinion writer active in the video game and entertainment industries (for instance, he was once vice president of Bushiroad, the producer of Cardfight!! Vanguard). The current Vaqso VR is only a prototype, and the final product is scheduled for release at the end of the year.

    This sounds just Like device iMyth could use for its experiences. For each experience, the participant could load a pre-configured cartridge and Wa-La, instant Smell`oVision. Now how this all ties in with the interface is an entirely different issue. However, this does give proof that folks are working on these issues.

  • Body Presence in VR

    Body presence in VR has been one of those topics that folks knew could be achieved but really “had not gotten” around to working on. Steve Bowler at Cloud Gate Studio seems to be making strides towards this direction. He recently posted on tweeter a video with himself with hand and feet controllers as demonstrated in this video.

    What’s cool about Steve’s implementation is that he is using two Vive’s on Two Computers to track the participant. Based on the amount of control he had I would say he is holding the controllers in his hands; as shown in the videos. But he also has pretty good control of his ankles which means he has mounted the controllers on each of his feet. This means he is approximating waist position and probably using simple IK for Knee and elbow position. He admits on the video that he doesn’t have good control over the waist. By the looks of the video his wrists are detached from his arm. He probably is approximating the pole vectors for the elbows and knees as well.

    The iMyth experience used two Vive’s in tandem to track the participant as well as the interactor. It’s great seeing someone hook up two Vives on the participant to see what happens. In the future, iMyth will need to use multiple trackers on one character. If combined with some IMU hand tracking device such as the Manus Glove then I think all that would be necessary would be trackers at each wrist. Trackers would then need to be added for each foot and waist. I Think in order to get the leg rotation correct, trackers would be necessary for the knees. I’m not sure about the elbows at first. Somewhere down the liner they will be a necessity. However, since elbows are not a particularly popular point on the body to touch, I think their priority can be dropped.

    It will be exciting to see how much the Vive tracking pucks cost. Either iMyth will need to incorporate those pucks or create its own, home brewed version.

     

  • Zero Latency In Orlando

    Just when I thought I was going to write off Zero Latency as an iMyth competitor, it seems they have brought the battle to the iMyth on their own home town of Orlando. Zero Latency is the outfit from Melbourne Australia who are creating ware-house scale Zombie shootem-ups. They evidently have been going like gang-busters in Australia, China and Japan. Now they plan to open a facility in Orlando.

    I can’t say I blame them since this is where we were planning. Oh well, If you like running around and shooting zombies. This will be the place to be! You have to give them credit. After a conversation with Sensics’ Yuval Boger, Zero Latency has created a home brewed solution for warehouse scaled tracking and it’s pretty good! I look forward giving this Zero Latency experience a try. It will be housed, no doubt some where near iDrive at the Main Event Entertainment facility.

    The Zero Latency system will be based on the OSVR HDK 2.0 platform with Alienware PC backpacks. This also means they will not be using top of the line NVidea VR cards. As of this writing I am not aware of a PC Backpack sporting an nVidea 1080 card as of yet. iMyth will be improving their experience by implementing Wireless HTC Vive using Steam Tracking. While we may not have warehouse scale tracking as of yet, this will sure to be coming. Otherwise, we’ll just have to implement our technology!

    As mentioned before, Zero Latency has done a great job capturing the Zombie market. iMyth has always and will continually be focused on generating the highest quality, physically immersive experiences which are collaborative and reconfigurable. iMyth may no longer be the only VR experience in town. However, it will always have the best, high quality experiences.

  • Wireless Vive

    I don’t normally write about improvements in technology. I would rather focus on Story and experience related topics. However this is groundbreaking and will have a significant impact on the HTC Vive.

    A Chinese company called TPCast has created a device add-on for the HTC Vive making it wireless. While some folks may balk at the $220 price tag on top of the $800 they already plunked down for the Vive, this may just be one of the key components needed to help get the VR Cade concept of the ground This is especially true with iMyth.

    [embedyt] http://www.youtube.com/watch?v=vYMzuvjBbN4[/embedyt]

    One of the distractions for iMyth is we have created a 20’x20′ play space area. Regretfully this is longer than the actual cable is able to reach. We were planning to look into expanding the cable. However, for the new year, this wireless solution will be much better. Since the cable would have been very expensive, this more expensive alternative will be a welcome addition to the iMyth arsenal.

    Folks may not want to pay extra to have this wireless luxury at home. However, peripherals and accessories such as this may be just the hook to entice people to get out of their homes and have an iMyth experience!

  • 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!

  • Universal’s “Repository” VR Halloween Experience

    It would seem Halloween is the perfect demonstration for creating VR experiences. Big guns like Universal are no exception. A review of their new experience, Universal’s VR Horror Experience can be found on the IGN website.

    At first perspective, it would seem that VR plays a complementary role in an experience that is part immersive theater and part escape game. With that said is would not seem the Repository is a direct competitor. However, they do have some common themes that are shared with the iMyth prototype.

    One of the themes that really stands out is having haptic feedback and interactors operating puppets that provide a more physical experience than just VR alone. I was told by a former Halloween Horror Nights employee that they had to tune down the VR experience with the interactors because it was too intense. What that looked and felt like I’ll never know. However, this does represent the emotional impact physical presence has in the immersive experience. The iMyth prototype does a good job testing some of these concepts.

    I’ll need to set a date with some of the iMyth crew to travel to Universal’s HHN and check out the repository. I’ll probably curse myself if I let this opportunity slide by.

  • 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.