Wednesday


My friends they hate me. Not that I’m gay. I don’t like playing games. Not that I’m feminine. I prefer gym to gaming. 

Haters gonna hate. Like I cared. Like you could defeat me in ‘The Void’.



Right now, Virtual Reality industry is all over in-home entertainment. But that is about to change. To be precise, the out-of-home VR sector is the future entertainment. My money is on The Void, an out-of-home experience that allows players to explore physical environments in virtual reality. 
VRCade and Survios are two leading names in the field of out-of-home, physical virtual reality entertainment experiences that promise to deliver both physical and mental immersion by allowing the player to roam (relatively) freely around a virtual environment using a physical space. In the case of those two systems, player position and movements are tracked in a room-scale arena (albeit a potentially large one) with the world around the player described predominantly through virtual reality. Physical interaction however is limited to the holding of peripherals such as weapon; players don’t reach out and touch objects in the real world.


Physical environments with VR worlds to match.
Physical environments with VR worlds to match.

The Void is a new startup based in Salt Lake City, Utah which claims to have gone some way in bridging the gap between physical and virtual worlds by building physical stages which match the virtual environment, then putting players inside.
The venture aims to provide Virtual Entertainment Centres (VECs) where people will go and immerse themselves in custom-built arenas (Gaming Pods), wearing untethered virtual reality headsets. The key differentiator for The Void is the use of specially constructed physical ‘stages’ which mirrors to some extent the physical shape of the virtual world that players experience. That is, turn a corner in virtual reality and you’ll need to do so inside the physical environment, reach out to press a virtual button and the physical representation of that button should exist in the real world.
the-void-virtual-entertainment-center
The system combines proprietary virtual reality headset technology, powered by a player-worn ‘backtop’ (a laptop in a backpack), room-scale tracking with input provided by virtual reality gloves with extra immersion added courtesy of a haptic vest.


The 'Rapture' HMD used at The Void
The ‘Rapture’ HMD used at The Void

The ‘Rapture HMD’, being a proprietary unit not destined for a low retail price point, supposedly frees The Void’s creators to work with much less hardware restrictions. That is, the company can throw money at the VR headset, lavishing expensive component options upon it without fear of a retail rebuke—at least this is what is claimed. “…we are able to push the boundaries of what is possible with visuals, audio and tracking” reads the promotional material. The claimed initial specs for the Rapture HMD are:
  • Dual High-Density Curved OLED Displays (1080p per-eye, initially)
  • Quantum Dots (nearly doubling perceived resolution color range)
  • Custom Optics (proprietary lens-in-lens design)
  • High-Quality THX Headphones (featuring in-game binaural sound design)
  • Super-Gain Inline Microphones (for in-game communications)
  • Proprietary Global Head Tracking Sensors (running at 120Hz)
In particular, the use of curved OLED panels is very interesting. Although not explicitly stated, such panels have long been touted as a way to increase a VR headset’s maximum field-of-view by curving the display around the player’s peripheral vision. It’s a potentially effective solution, as long as optical and distortion artifacts inherent in this approach can be overcome—which may not be a small feat. It’s good to at least see lip service paid to binaural audio here, the technique used to simulate how the brain perceives and extrapolates three dimensional audio in a space. Precise audio sound-stages will likely be crucial to these sort of trans-environmental experiences in order to sell the illusion to participants.
2player-thevoid
Of course, money alone does not a compelling VR headset make. Expertise in the fields of optics, tracking, and headset design is not easy to come by, so the team behind the device needs to be as capable as possible. The company claims that the VR headset is under continual R&D, essential for The Void to continue to provide a cutting-edge experience in the fast moving world of VR technology.
Players will also don a ‘Rapture Vest’, a haptic feedback device which the team claims to allow every virtual interaction to “…have its own hit point…” on the vest. This means that, if the virtual world touches you in some way, you should feel it. Vests such as this are not new of course. A Road to VR article from 2013 details the ambitious ARAIG (As Real as it Gets) ‘gaming impact vest’ which used multiple haptic generators to give approximate positional feedback. It’s an area of virtual reality which is as yet almost entirely untapped, but which holds an important key to physical and mental immersion in VR. However, devices such as the KOR-FX prove that providing a compelling solution isn’t necessarily straightforward.


A mock-up of the 'Rapture Gloves' used for input inside The Void
A mock-up of the ‘Rapture Gloves’ used for input inside The Void

The Void will also offer up input in the form of player-worn gloves, which the company claims will enable players to interact with the virtual environment, allowing them to press buttons and pick up objects much as they would do in real life. Details on this, as with everything else, are light at this stage and it’s another area which as yet doesn’t have a proven solution in the commercial world. Projects such as Control VR, who had stellar success via Kickstarter last year, show great promise but exhibit problems which are not yet resolved. Not least of which include techniques to track your hands in a virtual 3D space.
With players entering ‘The Void’ being placed within specially constructed ‘stages’ (or Gaming Pods as the company calls them) and allowed to apparently move freely around the space, the question of tracking arises. The company claims to be able to offer “… the ability to track natural human body movement at an extremely accurate 1:1 ratio…,” although quite how this is achieved is as yet unclear. Systems like VRCade use a mixture of technologies ripped from the world of hollywood optical motion capture VFX and more mundane inertial IMUs to provide a full body tracking environment, it’s likely The Void will adopt a similar approach. However challenges remain such as line of sight (for mo-cap cameras) in these potentially tight ‘Gaming Pods’.


Environmental effects in the physical environment, such as jets of air, aim to add immersion.
Environmental effects in the physical environment, such as jets of air, aim to add immersion.

The company is also working on smaller scale, Motion Simulators, which aim to provide a more traditional theme park style ‘sit in’ model, with up to two players wearing VR headsets and potentially “… swappable control devices providing for a variety of simulation experiences …” such as aircraft-dogfights, ground-transport, mech battles etc. This seems like an effort to make The Void more attractive to smaller scale venues not able to adopt the space required for the full ‘Gaming Pods’ free-roaming experience.
the-void-motion-simulator
The company claims to have been working in secret now for some time, with significant sums being invested in the technology behind the experience. No doubt the system looks to offer a genuine progression in the field of out-of-home entertainment and free-roaming virtual reality. This could only be a glimpse of a whole new level of virtual and physical experience.
Adapted from : http://www.roadtovr.com/

10 comments:

  1. Will we soon be replaced with virtual technology?

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  2. The notion of humans will soon be replaced by virtual technology was brought forward from the sentimental skepticism on holographic recording or hologram. I think the noun “human being” speaks for itself. “Being” as the present state consists of the occupation of space and time. The conjuring of sight and sound in holographic recording of a legendary artist is comparative to reliving the literary experience of an affectionate poet. Stop being an emotional fool. The time is always now in this physical reality.

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  3. Secara peribadi, saya merasakan virtual reality ini bagus untuk tujuan pembelajaran. Contohnya, untuk seorang pilot yang baru ingin belajar cara untuk mengendalikan kapal terbang sewajarnya memulakan latihan melalui virtual reality, supaya tidak membahayakan diri sendiri dan orang lain.Kemudian bila sudah mahir barulah diaplikasikan kepada jentera yang sebenar.

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  4. Just seeing the word virtual reality, some might think of computer or video games, while others might come up with images of Neo from the 1999 sci-fi classic The Matrix. It is a known fact that the origin of virtual reality and most of its uses have been rooted in gaming, thanks to technological advances and the buzz around Oculus VR which is a company recently acquired by FaceBook due to its virtual reality headset, the Oculus Rift in which its potential is being realized in new industries.I second what Hamizan has said, it is known to pilots that virtual reality actually helps in training to handle an airplane. Without getting to train in a real situation, how would a pilot, for instance, handle the real big plane?

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  5. Game really bring social change to our society. Sometimes, it make people confuse that which one is real? It can cause Games Transfer Phenomena (GTP) that gamers are so addict to their virtual world, they end up trying to take gaming experiences from the game world and utilize them in real life. GTP create a lot of social problem, gamers tend to join gang in real life and commit violent crime.

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  6. by Mahirah Abdul Rahman

    Imagine playing Grand Theft Auto and Silent Hill using this technology *drooling*. Video games are taken seriously nowadays, people are willing to line up outside stores before games are officially launch. Grand Theft Auto for instance, made more than one billion in the first three days, after the game was officially sold in market. Video games these days have stunning visual graphics, and people are actually willing to spend money. Gamers be like: name your price, as long it has outstanding performance, I'm willing to pay. So, I am sure this industry will grow tremendously in future because there is always demand for a better gaming experiences.

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  7. Permulaan game adalah dari 'army'. Teknologi-teknologi ini sangat berguna dalam bidang ketenteraan. Movie 'Edge of Tomorrow' yang ditayangkan pada 2014 menunjukkan bahawa strategi yang betul mampu mengurangkan risiko kematian. Oleh itu, teknologi ini perlu digunakan bagi melatih tentera bagi memantapkan strategi.

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  8. as a gamer, i would say the system will be success and also will be another doom in the history of gaming.

    if this were to be a success, the corporation should learn the mistake that had been done by nintendo back in year of 1996 where they had made virtual boy which is a virtual reality gaming back in the mid 90's.

    the cause of failure was -
    -too expansive
    -no launch titles
    -exclusive only (nintendo exclusive)
    -no thrid party developer for the games

    when the above problem been taken into matters, the gaming industry will go boom and another history will be written

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  9. Secara peribadinya saya melihat permainan secara virtual ini adalah satu kegilaan. Para penggemar permainan seperti ini sanggup berbelanja lebih bagi mendapatkan kepuasan. Namun, tidak semua manusia yang meminatinya.

    Tetapi, industri permainan seperti ini bagus dalam membuka peluang kepada para penggilanya untuk terlibat sebagai salah seorang pekerja dalam membangunkan teknologi berkaitan. Selain itu, industri ini boleh dijadikan sebagai kerjaya tetap.

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  10. What is wrong with paying more when you can afford it? Or even when you are willing to pay for it? I do not see this as an issue because i myself would be queing or even paying more if i have to when i am addictedbto certain games.

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