Posted tagged ‘gaming’

25 more real-world examples of Virtual Reality

5 March 2018

A couple of years ago I started up Virtual Reality Working Out Loud Week to promote real-world applications of virtual reality.

The inaugural #VRwolweek unearthed 20 real-world examples of the emerging technology, and the enduring popularity of that blog post tells me that we are hungry for more.

Loath to disappoint, I hereby present 25 more real-world examples of virtual reality, drawn from this year’s and last year’s events. I thank everyone who contributed to the following list.

A virtual hand grabbing a virtual drumstick.

  • Kicking off with the Colonel, it would be remiss of me to omit KFC’s virtual escape room The Hard Way. Widely criticised for its evil genius paradigm, I urge us to appreciate the game’s otherwise authenticity. If used as a primer for training in real life, then it’s an engaging example of setting up an employee for success.

  • Anchor Construction uses virtual reality to train its construction workers, while UPS uses it to train its truck drivers.

  • South Wales Fire and Rescue uses interactive 360° video to train its new recruits on extricating a casualty from a road traffic incident.

  • The Dutch Fire Department uses 360° video to teach the public how to react in case of an emergency, while on the other side of the flames in Australia FLAIM Trainer combines VR with haptics and heat-generating clothing to immerse firefighters in realistic situations.

  • In Africa, Meet the Soldier aims to increase empathy among warring cattle farmers, while Cisco and Dimension Data are helping save the rhino.

  • This charming Kiwi uses 360° video to record pov tutorials for mobile productivity apps. “See the apps and devices in action, in the context of where we work, live and play.”

  • A group of middle school students has used 360° photos to create a virtual tour of Fort Vancouver, while the Chatham Historic Dockyard Trust uses 360° video to take you on a tour of their Age of Sail galleries.

  • This Australian agency creates virtual tours and visualisations for the mining, architecture and tourism industries.

  • Have you ever wondered how a self-driving car senses the world around it? Wonder no more with the Waymo 360° experience.

  • Emmy Award winner for Outstanding Innovation in Interactive Storytelling, Pearl is a beautiful 360° animation that heralds the future of narrative.

  • Virtual reality isn’t new to gamers, but now it’s social. Check out Evasion and Poker VR.

  • I’m continually amazed at what can be achieved with CoSpaces Edu, such as the Virtual Reality Learning Lab’s uber cool reboot of Frogger. And while we’re going retro, have a laugh at Mario in real life.

  • Topshop allows their customers to ride a virtual waterslide over the black cabs and double-deckers of central London.

  • SeaWorld hybridises the real world with the virtual. Patrons of The Kraken Unleashed ride a rollercoaster while wearing VR headsets that plunge them into the abyss.

    It reminds me of Batman Adventure at Australia’s Movie World back in 1992, when we all sat on moveable seats in front of a big screen simulating the batplane screaming through Gotham City.

    A rollercoaster ramps the immersion up a few notches, to say the least, and I can see why it’s the perfect vehicle for a pre-recorded experience because the timing is precise.

  • In Norway, Audi lets you test-drive their new Q5 in a giant virtual sandbox. It took me a while to work out the prospective customer would dig the racetrack in a real sandbox, which was then scanned and transformed into virtual reality. It’s a modern-day twist on Daytona USA presumably intended to attract the Amazon generation in-store to be worked over by the sales reps.

    Incidentally, I see the clever Scandi’s have now moved on to Augmented Reality with the Quattro Coaster app, which lets you build a road and drive a mini car on it in your living room.

  • VR needn’t have an Audi-sized budget to be effective for marketing. A product manager in the medical industry created a WebVR experience to promote the hi-tech material in her range of surgical gowns. Given her name you may deduce I know this person, so I can tell you this impressive project was done on a shoestring.

  • Finally, these other examples of virtual reality in healthcare – for autism, disability and pain management – must surely turn the most ardent of sceptics.

Hugo Gernsback wearing his teleyeglasses.

Oh how far we’ve come since Hugo Gernsback strapped on his teleyeglasses back in 1968. Long may this wonderful technology continue to evolve!

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Virtual Duality

7 March 2017

Something struck me during this year’s Virtual Reality Working Out Loud Week.

Billed as an event for “anyone who is working with or experimenting with virtual reality, whether that be at home, at school or at work”, this was the second time I had run it. Again I was keen for our peers in L&D and other industries to share what they are doing with this emerging technology.

At the time of writing this blog post, the #vrwolweek hashtag achieved 612,836 impressions on Twitter with an estimated reach of 350,292 accounts. Impressive indeed. Less impressive, however, is the fact that barely a dozen people shared an experience.

And this is what struck me… There is a gulf between those who talk about VR and those using it, and it appears this gulf is widening.

As last year’s 20 real-world examples of virtual reality attests, the technology is being applied by pioneers in various industries. This year unearthed additional examples in healthcare, transport, firefighting, education, special needs, gaming and tourism.

Screenshot of a Virtual Reality experience used to promote surgical gowns.

This year also highlighted folks such as Robert Ibisch, Flemming Funch, Lorraine Minister, M. Lovecraft, Simon Dueckert and Arun Pradhan who are actively experimenting with VR.

Screenshot of a Virtual Reality experience simulating a river canyon.

So that leaves approximately 350,000 people who have nothing to share. Is that because they can’t or because they won’t…? In any case, they didn’t.

As with so many other examples of technology, there is a division between the haves and the have nots. Yet among those who own a smartphone and can afford $20 for an entry-level headset, VR polarises the doers and the do nots.

The future of entertainment

28 June 2016

In the space of a couple of weeks, I have previewed the future of entertainment twice.

Promo for VR Noir

The first instance was at AFTRS in Sydney, where I attended a presentation of VR Noir: A Day Before The Night.

Billed as an “interactive crime thriller”, this immersive virtual reality experience might best be described as a combination of a film and a game. Set in the style of the gumshoe genre we know so well, you play the part of a private detective who must decide whether or not to take on a client’s case. Your actions drive the story forward, and your decisions along the way impact the final outcome.

While I thoroughly enjoyed the experience and commend AFTRS on the quality of their work, I was also fascinated by the unique technical challenges they encountered. One of the most pressing ones was point of view: in a 360° environment, there is simultaneously no POV and all POVs. (Maybe their next VR film will be about Schrödinger’s cat?)

Another challenge was the stitching: the actors had to remain within the narrow confines of the frame, lest be sliced in two.

However the medium also afforded opportunities. One of them was the audio: by plotting the source of a sound at particular coordinates, its realism increased by orders of magnitude as I moved my head, or stepped closer or further away, while the stereophonics adjusted accordingly.

If and when multiple users can interact in the same VR film at the same time – that is to say, when the experience becomes social – the opportunities to replicate real-life situations will increase exponentially.

Indeed, my second preview of the future of entertainment was social.

The virtual reality experience offered by Zero Latency in Melbourne might best be described as laser tag on steroids. Armed with a headset, earphones, mic, and a plastic gun, your mission is to seek and destroy the hordes of zombies that have taken over the city.

Up to 6 players can traverse the 400m2 physical floor space as a platoon. Of course, the virtual world is much larger than that – as the website states, “We reuse the space with some nifty tricks we have developed.”

Saying that Zero Latency is loads of fun feels like I’m committing an injustice. Suffice to say the shoot’em-up genre has been elevated to a whole new level. I think my adrenalin is still pumping!

VR headset

Beyond the novelty factor, I was deeply engaged by both the interactive film and the ambulatory game. Having now experienced both, I am left in no doubt that virtual reality is the future of entertainment.

And if that’s true, then it’s also the future of lots of other things, such as learning.