Tag: Disney

  • The Void to Add New Titles to Their Lineup

    The Void to Add New Titles to Their Lineup

    Just as a quick announcement about the state of location-based immersive theme world experiences, The Void recently announced it would be adding five new titles to its expanding catalog. As of the moment there are three Void experiences to choose from:

    • Ghostbusters Dimension
    • Star Wars Secrets of the Empire
    • Nicodemus: Demon of Evanishment.

    Regretfully you will need to travel to different parts of the globe to experience each of these titles. However, for the savvy immersive experience aficionado, the number of opportunities is growing.

    The first of the new five will be based on the Disney Wreck-It-Ralph theme world and will be released near the end of the year to coincide with the release of the new Disney film, Ralph Breaks the Internet. Keeping in line with the theme, the new experience will be called Ralph Breaks VR. The Void partnered with ILMxLab to create the Star Wars experience. ILMxLab will be partnering again to actually produce the virtual worlds for these five new titles.

    The identity of the second experience has not yet been released but will be based on an undisclosed Marvel theme world to coincide with the release of a Marvel film in 2019. The Marvel films slated for release in 2019 will include Captain MarvelSpider-Man: Far from Home, and a still untitled Avengers film. The identities of the remaining three experiences has yet to be released. Possibly the new experiences will be based on the Frozen  sequel and the up and coming Star Wars film.

  • Disney’s Haptic Force Jacket

    Disney’s Haptic Force Jacket

    The folks over at Disney Research have just developed a haptic jacket to produce physical sensations within an immersive experience. On a side not this is kind of strange since Disney has recently closed their Carnegie-Mellon research lab but the video claims to originate from the lab. I hope the research lives on past the CMU lab. The Void, which is also now a Disney property, has already invented and has been employing a haptic rumble jacket participants put on when going through the Star Wars or Ghostbusters experiences.


    Different from the Void jacket, the Disney jacket is laced with an array of “Force units”> Each unit is a small pouch that can either vibrate or expand with air. The intensity of the vibration and the air expansion is controllable within the experience. These are all of the details I have for now. This is a cool interface device but I am curious about the air compression needed for each force unit. I understand this is just a prototype. However, the complications of moving air will almost this this to be an exclusive location-based device. This is fine for location based experiences but outside of VR porn enthusiasts, I don’t see how this could ever be targeted for home usage.

  • Secrets of the Empire Review

    Secrets of the Empire Review

    I have to admit that this review comes with in incredible amount of bias. While I tried to be as open minded about the experience as possible, my familiarity of the technology prevented me from reviewing the experience with a “totally fresh pair of eyes.” To address this I made sure to go through the experience with my family; wife, son and daughter. I also participated in the experience with the iMyth team. They all provided much needed insights that I was unable to provide.

    Like any immersive experience, The Void Secrets of the Empire has plenty of good things and a handful of not-so good things of which I will go in detail in this article. Overall, I believe ILMX and the Void put together a very concrete and enjoyable experience that should make a Star Wars fan jump like a ten year old kid hopped up on sugar. More importantly, they created an experience that is robust and solid enough to satisfy the non-fans. It is a good immersive experience and represents thousands of hours of hard work. I believe this is an attraction that entire families can enjoy without necessarily isolating the old from the young. There is a ten year old age limit restriction. So if you are younger than 10 years you’ll just have to wait until you are old enough to join in the conversation.

    I have broken this review into multiple different sections, hopefully detailing the goods and the bads associated with each aspect. I tried to incorporate the views of my co-participants so as to not let this review become too biased. WARNING: There are some spoilers in this review especially when dealing with thematic narrative elements. If you still wish to come to Florida or Anaheim and experience The Secrets of the Empire for yourself then you may wish to skip this review until after you have gone through the attraction.

    The experience starts off with you and your team being debriefed by a rebel captain, (Sorry, I can’t remember his name). There was much ambient noise in the debriefing area so I was not able to understand what he was said. The second time through the experience I understood the objective. The participants are a bunch of new recruits who must sneak into an Empire base dressed as stormtroopers  and discover the secrets contained inside an empire shipping container. I could not understand the history of the box other that it was our target objective. Each participant needed to scan their wrist band then select a Stormtrooper color on a respective console. This mechanism still has many bugs. The operator needed to restart my family’s team since we were so inept at the scanning and selection process. Being a family friendly experience, we were allowed to continue without really understanding what the main objective was.

    From the debriefing room the team was ushered to the “dressing” area where we were equipped with computer, haptic vest and HMD. This part went by very smoothly. It seems that the lessons learned by The Void creating the “Ghostbusters” experience really paid off. The transition went smoothly and quickly. The vests were suspended by retracting wires which made putting them on very easy. The combined weight of computer and batteries did not make them light. The suspension system really helped make putting on the vest an effortless task. The HMD  was OK but not outstanding. I had trouble adjusting it to my small head. However, an adequate fit was soon achieved. Interestingly, the HMDS are built to be “flippable” which enable the user to walk around without navigating in virtual reality. I found this feature especially usefully when walking as a group through the tight corridors to the starting area. I thought the HMDs had a limited field of view and were a bit scratchy. However, the devise more than adequately fulfilled its job.

    Once the team was instructed to lower their HMD visors, the experience began. Without giving too much away, the team is transported to the empire base where we promptly became lost, found some blaster rifles and needed to blast our way out of the compound. There were some interesting physical props and sets that needed to be interacted with which helped increase the immersion of the experience. If the group works as a team there are enough “activities” to provide every participant with something to do. In typical Disney fashion, the team is miraculously rescued at a critical moment and presumably escapes.

    Tracking plays a crucial role in such an immersive experience and the Secrets of the Empire is no different. The tracking system did a great job adjusting the scale of each person’s avatar. This real time re-scaling and subsequent retargeting to conform to the participant’s size was really well done. The HMD position tracking is still not quite perfect as one of my family members became motion sick. Interestingly the participants’ hands were tracked without  having to wear tracking gloves. I have a hunch this was achieved by Leap motion sensors imbedded in the HMD. This would probably explain why the hands and arms would occasionally loose track and go out of whack at various head angles or if the experience got too crowded with too many bodies. While an interesting strategy for hand tracking, I think it could have been better achieved with modified MOCAP gloves. Because only the heads, hands and guns were tracked, the torso and leg positions for team mates’ avatars were approximated with limited success. The avatar interpenetration and improper leg, torso and should positions occasionally broke the immersion. Quite a few family members commented that not seeing their own torsos, legs and feet to be highly distracting. To the Void’s and ILMX’s credit, this is still a very hard problem. and this is one of the better attempts of lower body approximation I have seen yet. Maybe lower body representation will also be a feature in the near future.

    The models, props, environments and overall rendering were outstanding; probably the best I have seen in an immersive experience yet. The team at ILMX did a fantastic job bringing the environment and its denizens to life. I can’t go on enough to praise the lighting! Glowing and falsely illuminated environments are quite often the results of inexperienced visual teams. The lighting seemed natural and holistically sound. This experience was created by an experienced, Hollywood VFX crew and it shows. My photorealistic awe was not shared by all members of my family who still believed the rendering could have been better. However, they did acknowledge that this was the best experience they had seen yet.

    The physical haptics of the experience were also of special note. For the first time in my experience did I notice and appreciate a definite smell component. Since the story world took place on a volcano planet, there was the smell of burning wood. While I would have thought that sulfur would have been a more appropriate smell, the wood smell did an outstanding job immersing the participant into the experience. The haptic heat pockets of the volcano planet were also a nice touch and felt absolutely essential to the experience. The custom made Void Haptic vests were a nice touch. In my humble opinion they do a good job informing the participant when they are getting hit by enemy fire. However, I found it very difficult to judge intensity or direction of the fire. There were many props the participant could touch and interact with. Some of the props were static while others were part of more elaborate mechanisms. The tactile tracking was off for the props including the guns. However, having physical, tangible objects in the experience really aided with the immersion. The walls and platforms were more than adequate to provide sufficient physical reassurance that the participants were immersed in sound physical environment. The average participant usually does not violate their visual boundaries to test for integrity.

    While the technical issues can almost be passed off as growing pains of this new media, the story issues are the greatest problems with this experience. While ILMX did a fantastic job bringing this world to life, they also produced a stereotypical Disney theme park experience that seemed to follow the Imagineering template: the participants’ first experience in the new world goes wrong, things continue to decline until a “heavy” shows up and the situation is salvaged by an incredible stroke of good luck or Deus Ex Machina. I found the story to be confusing and irrelevant. The progress was extraordinarily linear and felt tightly bound to rails. The lack of collaborative storytelling was disappointing. In defense of Disney, I understand this is business and throughput is of absolute concern and considering the numbers of people that need to be put through the experience, sacrifices to story must be made. I suppose the storyteller in me was hoping for a bit more than a Star Wars themed shooting gallery.

    I have gone through the experience two times now and overall I would have to say I am very impressed. This is a brand new example in a new media type which I think will evolve and become a very import part in all of our lives. My criticisms are really mental notes of the all the obstacles I know need to be resolved. In spite of all these obstacles, The Void and ILMX did an outstanding job creating a gratifying experience that should keep any Star Wars fan feeling like a kid in Santa’s Toy Factory.

  • 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.

  • Staw Wars/The Void Coming to Orlando

    Staw Wars/The Void Coming to Orlando

    I suppose it was only a matter of time. I gained wind that the Void had become part of the Disney Accelerator a couple of weeks ago. Last week I had learned that the Void would be opening an installation here in Orlando. I was not quite sure and I should have put two and two together earlier. It’s official, ILMX and The Void will be opening a Star wars experience, “Secrets of the Empire” in Orlando some time around the holidays. I don’t have any details other than what I have mentioned above.

    From the cover art I see that it is going to be a very similar experience as the Ghost Buster’s experience except that it is going to take place in the Star Wars theme world. The one major difference will be the inclusion of a digital interactor, K-2SO. There is some test footage of the autonomous robot posted in the Forbes internet article, ILMX Autonomous Interactors. Mind that this interactor is autonomous and not driven by a human being.

    I’m very excited to see the results of this. I would think that ILMX has created the majority of the experience already and will spend the next couple of months shoe-horning it into the Void system. I will have a full review once the attraction is available.

  • Follow the Money!

    Follow the Money!

    The Disney Accelerator class of 2017 was just announced and two of its newest partners are The Void and Epic Games. The details of these new partnerships have yet to be understood. Two things for sure are these relationships will include a three month mentorship in the Disney creative campus in LA and a financial investment.

    The Void has already established itself as a leader in immersive experience games. They have four operating installations open around the world. Epic Games is already a leader in the gaming world with its Unreal 4 Game editor. They have been an integral contributor to the ILMxLab Star Wars immersive experience demo.

    What Disney expects to gain from these strategic partners is anyone’s guess. They typically enroll much smaller fish for their yearly cohort. One thing that can be for sure is that Disney is very bullish on immersive experiences and is investing on two of the industries heavy weights. To me is sounds like a slam dunk for Disney and an indication that immersive/location-based experienced is where a large portion of future industry is headed.

  • Disney says , “No!”, to VR or Does it?

    Disney says , “No!”, to VR or Does it?

    In an article posted by Road to VR, Once a Pioneer of VR in Theme Parks, Disney Aims for AR This Time Around, Disney’s CEO, Rob Iger gives a message to the amusement industry about Diney employing VR in its attractions, “Don’t even think about it”. I personally believe this is a current reflection of the state of VR and not necessarily a reflection of Disney’s opinion about the technology.

    Indeed, for a company with standards as high as Disney and with the number of people pushing through the experiences, VR just would not make sense. Currently, mobile VR experiences can only support lower quality compared to PC based technology. These high end HMDs and computers are expensive. For an attraction that pushes 100 patron’s through at a time means the attraction would need to shell out close to $4k per head or $400k just to get the attraction started. That may not seem like much but there is going to be maintenance and equipment failure which could make the initial cost skyrocket. Then there is the issue of through put. Disney just can not be expected to support that many people through its experience with what is a “Clunky” technology. The sanitary issues alone make the head spin. Disney will also have to worry about elderly and handicapped who just could not deal with a computer and a heavy HMD. Taking these immediate factors into consideration, I can certainly understand why Iger is not accepting VR technology, at this moment in time.

    Although Disney Quest was slated to close in 2015, it is still operational. Why? Simply because it is making money. It is old and antiquated but still generating positive cash flow. Disney Research has not been told to turn it off either. They just released a very good white-paper on dynamic object interactions and proprioception. I have a hunch while not diving into the VR craze head first, Disney is still reaseraching and exploring ways to exploit the technology once it reaches a state of being practical, and “High Quality”.

  • Disney Escape Games

    Hoo wee, I’m really excited about this post. This is all about Disney getting into the Escape Game business.

    This opportunity does give further confirmation that iMyth is on the right track.

    While iMyth is not chasing after the escape game market per se, we are pursuing the immersive theme world market which seems to be the evolutionary next step. Escape games 2.0 and beyond!

    Disney has:

    • Immersive Physical experiences
    • Collaboration with multiple participants and groovy interactors

    The only thing they don’t have is variability and randomness. According to their description, “Although this particular event was themed to the idea of “preserving time,” The Escape Challenge can be completely customized and tailored to fit any group’s event theme, message or objective. The specially constructed set is fully mobile and transportable, meaning it can be built and installed in function space available onsite a Disney convention resort or theme park event venue.” This may be an indication the Disney is starting to work customization and variability into the experience as well. Whether or not they are setting the stage for emergent narrative has yet to be seen.

    I really want to check this out.

    Here is the link to Disney Website.

     

  • Automated Third Person Camera Stategy

    One of the essential elements for creating the immersive Interactive story experience is the implementation of the the third person perspective. I have long maintained that the third person person perspective is just as crucial as the first and second perspectives. This is especially true in creating a passive or relatively non-interactive story experience. This perspective of course will be crucial for transporting the interactive experience beyond the first or second perspectives.

    However, since the third perspective is not driven by an individual, how then is the center of focus to maintain itself on the crucial elements of the story? A potential solution, or at least the beginnings of a solution, has been provided by those crazy folks at Disney. Disney Mimics Human Camera Operators.

    By mimicking the learning techniques of human camera operators, the Disney folks are proposing a methodology for programming automated cameras. The cameras not only focus where the excitement is but also follows the noisiest or “Most Interesting players”. I have not had an opportunity to study the paper. However, I do feel the mechanics between following a sports event and following an interactive story are all that different.

    This is definitely an area of future discovery and exploration.