CatsandVR

The Future Iz Meow!

HTC is already killing it in 2017 with a rad showing at CES including the Vive Tracker. Also who in the hell is dotdotdash?

HTC has kicked off 2017 by showcasing new Vive accessories and services at CES that will lay the foundation for VR in 2017 and beyond.  

First up: The Vive Tracker

The Vive Tracker will ship in the Q2 of this year. The company showed off a video featuring Portland, Oregon VR design studio dotdotdash, one of the first developers to use the Vive Tracker. The company developed a camera accessory called D3-U for its VR experience called Exoplanet. I would describe Exoplanet as Pokemon Snap on Acid.

Second Up: Vive Deluxe Audio Strap.

I love my HTC Vive but I have always thought that Oculus had them beat with the way they integrated audio into the headset. HTC has finally addresses it with the Vive Deluxe Audio Strap.

The Vive Deluxe Audio Strap is designed with adjustable integrated headphones and a new customizable sizing dial for quickly adjusting the fit of the headstrap ala the Playstation VR headset. The Deluxe Audio Strap will also be available in Q2. Pricing for both the Tracker and Deluxe Audio Strap will be announced soon.

HTC also announced a collaboration with Intel to jointly bring to market a commercial-grade wireless VR adaptor. TPCast is a wireless adaptor  incubated through the Vive X accelerator program. It includes a one and a half hour battery, and latency as low as 2ms. TPCast will be shipping in Q2 2017 and will retail for $249 USD.

Lastly: Viveport & Chill?

In early 2017, Viveport will be launching a subscription service to help you navigate and find the best VR apps in the world, as well as introduce a new channel through which VR developers can monetize their content. There are currently thousands of apps available on Vive globally. Viveport’s subscription service will help people navigate this growing marketplace and discover new apps, providing access to an ever-growing library of content for a low monthly fee. 

The CatsAndVR.com top 5 VR compaines in 2016 (for Us). Have a Great NYE! Have a Great 2017

First of all I would like to thank all the people who supported CatsAndVR.com this year. This started of as a pet project so I could learn and immerse my self in the world of Virtual Reality. 

As 2016 started I was in a job I hated but thanks to CatsAndVR.com I was able to get a job in VR that allows me to travel, be plugged in, and also follow my passion. I have learned a lot and due to that job I have I have not been able to put as much time into CatsAndVR.com over the last month. Since the end of 2016 falls on Caturday, I am closing 2016 out with a post. 

So Happy Caturday, Happy NYE, and Happy 2017 to all of you. Here we go.

The Top 5 VR Companies for me in 2016 (in no particular order I think they are all awesome)

Number One

 

Unity Technologies announced a host of new partnerships and exciting updates in 2016.The dev team I work with uses Unity as our bread and butter. There is a reason it is the game engine helping to push VR into a consumer product.  

With nearly 5 billion downloads of made with Unity mobile games in Q3 alone including  Super Mario Run, Unity continues to enable developers to create content and are now using that for VR and AR.

At the end of the year they released their EditorVR for constructing environments for VR in VR. For now, if you’re building VR games and experiences, EditorVR will likely help you with laying out a scene in VR and building your own custom VR tools

Unity has helped the VR ecosystem with innovation and has made some great hires this year to help chart them into 2017 including hiring innovators such as Tony Parisi and Danny Lange.

As VR grew in the past few years, so has UploadVR. UploadVR has helped create an awareness of VR in the San Francisco Bay Area and is now helping to evangelize globally.  This growing set of influencers in the VR community known for their events and ability to connect the VR world.. Upload VR is not just a blog but a group helping to shape VR not only as a consumer product but through connecting VR to the world of art, cinema, as well as using these connections for good. 

They are also helping to push Unity by hosting Learn Unity events. I hope to take one of these in 2017 so I can better my own skill set. On a personal level I owe something to Upload VR due to the fact that they gave me tickets to their E3 Upload Party. If I had not received those tickets I may have not went to LA to try to get in to E3 as press. I was successful in getting press for CatsAndVR and thus my 2016 VR year actually seemed like a reality. 

http://www.catsandvr.com/blog/uploadvrart

http://www.catsandvr.com/blog/uploadvre3

Number Three

Mindshow is a product built from a passion for VR. Not just because VR is cool but because we were promised the future when we were kids and still seeking it. 

Mindshow is Walt Disney. Mindshow is Jim Henson. Mindshow is Steve Jobs. Mindshow is the spark in humanity that made them create characters out of the stars. Mindshow are the muppet babies playing make believe come to life. 

It was hard to try to write something about Mindshow after I first tried it at VRLA because everyone who tried it in the media loved it to some degree and has been able to post before me. What do you write to be different. CatsAndVR.com can't compete with UploadVR, Techcrunch, VRScout , and the other cool kids in resources, turnaround time, etc.

Mindshow reminded me I did not start the site to do that at all but instead I started it to learn and to grow. In the end maybe this post did not fully explain what Mindshow really is or do the experience justice, but neither did the trailer. You have to experience it to really know that this is what we have been seeking in VR the whole time. You see in the end what Mindshow really is can just be described as inspiration captured and then shared for the sake of shared inspiration itself. Inspiration is what I walked away with from VRLA. Inspiration is what I walked away with from Mindshow.

http://www.catsandvr.com/blog/mindshow

Number Four

As you may know, TheWaveVR recently made headlines for raising $2.5 million to create a VR music ecosystem. http://www.catsandvr.com/blog/thewavevrfunding

TheWaveVR is a VR platform for people who love music, enabling them to view, host and socialize in live and recorded shows worldwide, anytime, anywhere.  TheWave creates a VR venue where artists can perform live music by simply importing their tracks, customizing the visuals of the venue, and sharing virtual shows. Fans can attend via most major VR head mounted displays, interact with performers, socialize with friends, dance, paint and more.

One of the major highlights of the VRLA Summer Expo was the VR Rave presented by Skullcandy, Subpac, WeLens, and TheWaveVR. Attendees like comedian Reggie Watts got to experience a next level audio visual experience that incorporated 3D visuals as well as the ability to experience it all in VR.

Number Five

Thank you everyone this year. I started this year just wanting to be part of the VR world and now I have an HTC Vive, Playstation VR, and Gear VR I can call my own. I used CatsAndVR.com to get me a paying job in VR. I have traveled all over America evangelizing VR for my day job and got to meet a bunch of pro Football players.

I watched two Warriors games from a private suite because of VR and got to travel to 3 new states due to VR. All in all I think CatsAndVR.com was a worthwhile investment. I look forward to growing, writing more, learning Unity, going to VR meetups, and being a member of the VR community. Have a safe NYE and great 2017. 

-

Bobby Venom

 

 

 

 

 

 

VR experience featuring First Lady Michelle Obama and Modern Family's Nolan Gould encourages students, parents, and educators to experience America's National Parks.

Jaunt Inc., Sub Rosa, a Manhattan-based strategy and design studio, The North Face, and Civic Nation today unveiled the brand-new Every Kid in a Park Virtual Reality Experience featuring First Lady Michelle Obama and Modern Family’s Nolan Gould, a Sierra Club Youth Ambassador. The VR video was designed to support President Obama’s Every Kid in a Park program, which provides the Nation’s fourth graders, their teachers, and their families with free admission to more than 2,000 public lands and waters for a full year.
 
Civic Nation, a non­profit organization that has worked closely with the White House to develop outreach and campaigns around the Nation’s most pressing issues, looked to design and strategy studio Sub Rosa, which oversaw creative direction, production, and writing for the new experience. To capture the bespoke VR content, Sub Rosa partnered with industry leader Jaunt Inc.
 
“Working on the Every Kid in a Park initiative this year has been an huge honor for my team,” said Sub Rosa’s Founder/CEO Michael Ventura. “From launching everykidinapark.org this past spring, to collaborating on the VR experience with Jaunt, The North Face, Nolan Gould, and Mrs. Obama, we’re proud to help nurture the next generation of environmental stewards.”  
 
The virtual reality experience begins with First Lady Michelle Obama introducing Every Kid in a Park’s mission, then follows Modern Family's Nolan Gould as he, with the help of marine biologist Kelly Moore, take viewers around the Channel Islands National Park.    
 
“We’ve been thrilled to have the opportunity to work on the Every Kid in a Park Virtual Reality Experience. It’s an incredibly important initiative that inspires kids and their families to explore this beautiful country of ours,” said Alex Pearce, Producer for Jaunt. “The filming process - working with Rangers from the Channel Islands National Park, and with the very talented Nolan Gould - was a dream from start to finish.”
 
Every Kid in a Park aims to introduce a new generation and population of students, parents, and educators to the awe-inspiring experience of learning in the living classrooms of America’s unique National Parks, public lands, waters and historic spaces; and to inspire the next generation of environmental stewards by: instilling them with curiosity about nature’s wonders, fostering their appreciation for diverse cultural heritage, and furthering their understanding of historic events. During the program’s first year, over two million passes were downloaded. Philanthropic and federally-funded transportation grants have enabled half a million fourth graders across the country to visit their public lands and waters through school field trips.
 
The virtual reality experience launches as several federal agencies signed an agreement earlier this month to keep the program running and maintain the success of Every Kid in a Park in order to give every child access to our greatest classroom – our public lands and waters – for years to come. After the program has run for 12 years, every school-age child in the country will have had the chance to explore their public lands and waters for free.
 
The seven participating federal agencies where the pass can be used are U.S. Forest Service, National Oceanic and Atmospheric Administration, the U.S. Army Corps of Engineers and the Department of the Interior’s Bureau of Land Management, Bureau of Reclamation, U.S. Fish and Wildlife Service and National Park Service.
 
Students, parents, and educators can log onto the everykidinapark.org to find resources like:
The new Virtual Reality experience.

An online resource guide, including information on how download the free pass and plan your trip!

An online community of individuals dedicated to furthering the movement.
A chance to officially pledge and share a commitment to Every Kid in a Park on social media through a digital badge, designed by Sub Rosa.

Information on how to become a Community Ambassador, with access to tools, resources, and support to help spread the word.

Everykidinapark.org is now available in Spanish!
                                                                       
To view the Every Kid in a Park Virtual Reality Experience, visit www.everykidinapark.org, as well as the Jaunt VR app available on Daydream, iOS, Android, Gear VR, Oculus Rift, HTC Vive, and major desktop browsers.       

SLIVER.tv Launches VR Live Cast and Live Replay Platform to Stream Top eSports Tournaments in 360 Virtual Reality

SLIVER.tv, a next-generation eSports 360º virtual reality entertainment platform, is officially launching its VR Live Cast and Live Replay platform for tournament and league operators to live stream top eSports titles, including Counter-Strike: Global Offensive, League of Legends and Dota2 in full 360 Virtual Reality.

VR Live Cast utilizes patented “Virtual Camera Array” technology that transports the viewer into top eSports games, real-time rendering the 3D game world in a fully immersive 360 VR video experience.

The company has been Beta testing its turnkey solution for the past two months, working closely with ESL ONE NY in October and IEM Oakland in November. The most recent event drew over 130,000 unique viewers across SLIVER.tv’s platform and drove 40% greater engagement and 13x more video content consumed over the first event.

Stuart Ewen, Product Manager ESL, said: "SLIVER.tv's VR Live Cast technology helped us introduce live VR spectator experiences in eSports at ESL One New York and Intel Extreme Masters Oakland in impressive fashion. Broadcasting Counter-Strike: Global Offensive and League of Legends in-game footage in a VR environment is something that would not have been possible without SLIVER.tv's expertise. We're looking forward to watching this technology grow and evolve as we broadcast more and more events in VR."

SLIVER.tv’s unique VR Live Replay patent pending technology utilizes machine vision and algorithms to identify exciting moments, such as multi-kills in League of Legends, and automatically generates slow-motion or bullet-time special effects with close-up and fly-by camera angles. This instant replay is spliced back into the SLIVER.tv live 360 VR stream, and optionally made available to tournament and league operators to incorporate into existing broadcasts to other platforms including Twitch.

Mitch Liu, Co-founder and CEO of SLIVER.tv, said: “We’re truly excited about our VR Live Replay platform as it delivers a new and dynamic perspective on eSports spectating beyond today’s current static streaming experience.  By leveraging our virtual camera array technology, we’re able to generate both immersive 360 and regular video highlights, replays and special effects from angles that’s never been seen before.  We hope to deliver an out of this world experience to eSports fans worldwide.”

http://www.sliver.tv

To watch re-streams of the live IEM Oakland event, visit the SLIVER.tv website or download the SLIVER.tv Android and iOS apps to view Panorama-360 video or using Google Cardboard. For a premium experience, users can download the SLIVER.tv Samsung GearVR, Oculus Rift and HTC Vive apps to watch in full VR.

Obduction coming to Playstation VR

Cyan, Inc., the legendary indie studio that created beloved and best-selling games, Myst and Riven, today announced that their critically-acclaimed sci-fi adventure puzzler, Obduction, will be getting its first console reveal this holiday season at PlayStation Experience, December 3-4, at the Anaheim Convention Center.

 

"After nearly 20 years, we're thrilled to be heading back to console. With its massive player base and rich PSVR experience, PlayStation is the perfect platform to introduce Obduction's meticulously-crafted worlds to millions seeking to magically transport themselves elsewhere," said Rand Miller, CEO of Cyan. “Cyan has seen the future and we're all in on VR."

 

Fans who attend PlayStation Experience will be the first to get their hands on Obduction PS4 with guided tours by Cyan’s dev team. Additionally, there will be a special conversation with Rand Miller at the Obduction booth on Saturday, December 3, 3pm, on Cyan's vision for PSVR and beyond.

 

Having recently announced Obduction for HTC Vive, Cyan has already begun work adding support for hand controls and room scale. Hand controls will allow players to interact directly with objects in the world - buttons, levers, doors, valves, etc. - even picking up objects to examine them. These new features will provide an even more immersive experience to players with the appropriate capabilities (Vive, Oculus Touch, and PSVR).

 

Obduction is available for PC and Rift on  Oculus Store,  Steam,  GOG, and  Humble Store, for the introductory price of $29.99, coming soon to Mac. Obduction for PS4, PSVR and Vive coming 2017.

 

 

Virtual Reality Pulse