Tag: iMyth

  • Artanim VR at Siggraph

    There is a non-profit research oriented group in Switzerland called Artanim. I have never heard of them before but they recently submitted a project to Siggraph and been accepted as a finalist. Their project is really inspiring.


    This is exactly what an Immersive Theme-world could look and behave like. The first adventures would be primitive for sure. There would be immediate dialogue with characters. However, it is the beginning.

    I have read the white-page description of the story. It is a rough description of their technology and an overall description of what VR is what applications it has.

    This is very exciting development. Researchers and others are doing what what IMyTH is expecting to do. There will be a lot of competition for sure. While this is very similar what they are doing in SLC and The Void, this is some of the first footage I have actually seen using this technology in this way.

  • The Void To build 230 VR Theme-Parks

    I just encountered an article from Road to VR article about The Void intending to build 230 Theme-park locations in the next five years.

    I have to admit that these plans are indeed ambitious and I have seen the opportunity for myself. I am looking forward to see how the SLC proto-type works out. I really want this to work and I hope for these guys to succeed. Maybe I am too green and too inexperienced of a business person but I just can’t help being overwhelmed by the magnitude of these plans without  any demonstration of commercial viability or data/technology infrastructure.

    I feel the plans I have for IMyTH will need to grow grass roots and feel its way out in to the public its own time and method. For the sake of the industry I certainly hope they are right on target. There is a lot of capitol being thrown at this endeavor.

  • Economic Evidence For Immersive Experiences

    I have been tracking this wave for the last ten years and its finally starting to hit!

    Experience based entertainment is going through an upswing especially with the Millenials.

    I am participating with that with the creation of IMyTH.

    The evidence for the demand for such experiences is captured in this Financial Post article. I was not able to copy the video blog but it does a good job at capturing the essence of what I’m capitalizing on. This may be a good representation of what’s going on in Canada. The good `Ole USA can’t be far behind.

     

  • Hyde Horror Maze

    When it rains it pours. I also encountered an article today on Kataku about the Hyde Horror Maze.

    Not entirely dissimilar to The Void or the IMyTH experience, these folks wish to create an interactive maze where the players must navigate through a real maze in order to “survive” the experience. The maze is evidently sentient and monitors and controls the players progress through the maze in order to ensure a challenging and horrifying experience. I know they are on to a good thing. Let’s hope they can raise their money and display the commercial viability of the interactive narrative experience.

  • Cyberith Virtualizer

    Here is a company called Cyberith, who is developing a product which will enable, walking and otherwise full mobility within a VR environment.

    Admitedly, this is a neat concept. However, I can’t visualize the application beyond a military trainer for single level simulations. This may be a cool concept to launch initial ideas with. However, I don’t believe it will have long term, Immersive Theme-world potential.

     

  • The Seven Deadly Sins of the Metaverse

    For some reason this article posted on UploadVR has been haunting me, The Seven Deadly Sins of the Metaverse.

    Upon first reading I somewhat passed it off. However, while running this morning, a thought hit me and took. Maybe, I better revisit this article and post it to my blog.

    Indeed it is somewhat relevant as it identifies the mistakes the last internet boom created in the early part of the 21st century. The more I thought about it, the more I realized these problems would also affect the development of the IMyTH experience.

    According to the article, “We can define a metaverse in a number of different ways. At a minimum, a metaverse must allow users to experience and perform actions with others in shared virtual spaces.” Thus, The IMyth experience will ultimately be dependent on users interacting with each other and performing actions within this so called metaverse. I don’t think there are solutions for them currently. However, I would like to re-post these problems so we can be aware of them and start generated experiences which are not.

    1. A METAVERSE MUST KEEP PACE WITH TECHNOLOGY IF IT INTENDS TO REMAIN RELEVANT. USERS AND DEVELOPERS DEPEND ON THE PLATFORM ITSELF FOR THEIR TECHNOLOGICAL INNOVATION. ADDITIONALLY, THE MORE COMPLEX AND INTEGRATED A PLATFORM GETS, THE SLOWER ITS INNOVATION BECOMES.
    2. A RAPIDLY EVOLVING SOFTWARE AND HARDWARE ECOSYSTEM IS EXTREMELY UNFAVORABLE TO THE DEVELOPMENT AND OPERATION OF A METAVERSE.
    3. USERS (AND THEREFORE, DEVELOPERS) WANT A GENERAL-PURPOSE MACHINE OF UNLIMITED SCOPE. IT IS A CHALLENGE THAT A METAVERSE PLATFORM ENGINE CANNOT MEET.
    4. THE REAL CHALLENGE ISN’T TECHNICAL. IF IT WAS, SOMEONE WOULD HAVE SOLVED IT BY NOW, OR WE WOULD HAVE FIXED SOMEONE ELSE’S BROKEN IMPLEMENTATION.
    5. COMPETITION DIVIDES THE EXPERIENCE. CONTENT WILL BE STRANDED AND USERS WILL BE FRAGMENTED, BOTH OF WHICH DIMINISH THE OVERALL EXPERIENCE.
    6. IT IS VERY RISKY TO CREATE A METAVERSE.
    7. A METAVERSE CONTINUES TO BE A SOLUTION THAT IS LOOKING FOR A PROBLEM TO SOLVE.

    While these issue may directly apply to the concept of metaverse, I think they can easily be extracted to massive immerse theme-worlds. Thank you Chet Faliszek for your observations.