• Dance The Night Away In Club Dance Party VR, Now Available In Early Access Let lose and experience the club feeling all in virtual reality.
  • The VR Job Hub: Big Roles At The Big Hitters This week the Hub features roles at Google, HTC, Facebook, YouTube, Unity, IBM and more.
  • Something For The Weekend: Post-E3 PlayStation VR Deals Plenty of titles on offer to continue the E3 2018 excitement.
  • Within Leverages WebVR To Offer Device-Agnostic VR Videos Via The Web
    Within Leverages WebVR To Offer Device-Agnostic VR Videos Via The Web

    Until recently, finding new virtual reality content to watch has generally required use of a VR device maker’s app store, but Within wants to change that by bringing VR content to a traditional web interface. Working in collaboration with Mozilla, Within is launching a WebVR-powered version of its website, capable of serving high production value VR videos to different brands of headsets — and computers without headsets — without the need for an app.

    The premise behind WebVR and the VR Within website is to feed VR headsets the audiovisual content and movement/positional data they need to display VR content accurately. Through the site, viewers without VR headsets can watch videos in a 2D form at up to 4K resolution, using a computer’s trackpad or mouse to navigate through 360-degree visuals. Additionally, WebVR can automatically detect connected headsets and enable them to display the VR videos as originally intended.

    Within’s pitch is that getting VR content into users’ hands has been challenging because of the app store hoops and required hardware. With the web interface, creators can reach audiences directly through common web browsers, including Firefox and Chrome — but notably not Apple’s Safari, at least for now. Within expects that most visitors will reach the site through Google Cardboard-equipped smartphones, but headsets including Vive, Rift, PSVR, GearVR, and Oculus Go are supported, as is the Android platform.

    Above: A Mr. Robot VR experience via Within.

    Content currently on the VR site includes experiences based on TV shows Mr. Robot, The Walking Dead, and Saturday Night Live, as well as a White House tour, space and earth documentaries, and musical presentations from U2 and Cuba. For now, all of the content is free of charge and is presented in an interface that floats video thumbnails over a rolling 3D lake surrounded by mountains and trees.

    For now, Within is accepting VR film submissions through its website to bulk up its small video library, in categories such as animated videos, documentaries, and music. It’s also working with Mozilla to bring more robust Unity VR content to the web using WebVR, WebGL, and WebAssembly.

    This post by Jeremy Horwitz originally appeared on VentureBeat. 

    Tagged with: webvr, Within

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  • Ex-Apple Designer Joins Mapbox Team To Lead AR Work Avi Cieplinski will be working for Mapbox on developing AR navigation technology.
  • Royal Caribbean’s Spectrum Of The Seas To Feature VR Attraction The companies latest ship is set to sail in June, 2019.
  • Shortening the Distance Between Family and Friends With Oculus Go

    The inexpensive VR headset is the latest way to help connect with loved ones. Almost 50% of marriages in the U.S. end in divorce, with even higher divorce rates in Spain, Portugal, Hungary and Belgium. And when children are involved, it can be even more difficult and trying for everyone. Custody agreements split the children’s

    The post Shortening the Distance Between Family and Friends With Oculus Go appeared first on VRScout.

  • New Screenshots Released For PlayStation VR Title Déraciné From Software's newest title is a virtual reality title about fairies.
  • Adult Web Virtual Reality Launches Indiegogo Campaign For Customizable Adult Avatars New platform promises to make adult entertainment more personal.
  • Q&A: SculptrVR Completes Journey To All Major Platforms With PSVR Launch
    Q&A: SculptrVR Completes Journey To All Major Platforms With PSVR Launch

    Sculpting VR creativity platform SculptrVR is the work of just two people and yet, over the last two years, they’ve brought the software to practically every major VR platform. PSVR becomes the latest headset to get SculptrVR with a launch on June 19.

    Nathan Rowe and Brandon Hjelstrom work together on the project, which is based around Rowe’s voxel engine while Hjelstrom “has done more of the interactions, multiplayer, and content server.” The software was originally released for the HTC Vive launch in April 2016. Here’s the original trailer:

    And here is what it looks like more recently:

    Each of the creators took the lead on different ports as they brought SculptrVR to more headsets — Oculus Touch, Gear VR, Go, Daydream and, now, PSVR. Bringing the software to so many headsets means Rowe and Hjelstrom faced a number of tough decisions and sacrifices along the way. After all, they started with a creativity platform built to take advantage of intuitive 6dof hand interactions and then they brought a version of it down to 3dof mobile headsets with multiplayer working between them. This means their software also offers unique insight into the advantages of each platform.

    With the PSVR launch I thought it would be a good time for a Q&A with Rowe focused on some of the challenges they’ve faced bringing SculptrVR to so many VR headsets.

    Q: Why did you pick Vive as your first platform and how did you plan to expand beyond there?

    A: Vive was the first consumer VR headset to launch with integrated motion controllers, so it was the obvious place to launch first. We actually released SculptrVR on April 4, 2016 — one day before the Vive launch — because I saw a reddit post where someone already received their Vive. Our intention was to launch second on PSVR. That didn’t exactly pan out. We ended up launching on Rift, then Daydream, then GearVR and Go before finally hitting PSVR. We built SculptrVR in Unreal Engine 4 specifically because it was known to run well on PS4. We’ve had builds of SculptrVR running on PSVR since before its launch back in mid 2016! But back then SculptrVR was releasing major new content updates every couple weeks. We were evolving way too fast to lock down a build for PSVR launch.

    Q: What was the biggest surprise or challenge in actually trying to implement a cross-platform VR game?

    A: The Good: Multiplayer is easy. I said that wrong.. Multiplayer was hard, but once you have multiplayer working with dedicated servers, it automatically works on all platforms in UE4. Epic has had decades of time to mature their multiplayer framework, and it shows!
    The Bad: Cross platform voice chat is surprisingly hard. It’s 2018 and FINALLY there’s starting to be easy to integrate cross-platform voice chat solutions. Until recently the only integrated voice chat solutions in UE4 were piggy-backing off one of the platforms. There’s Steam Chat, Oculus Chat, PlayStation Chat, etc., but they couldn’t talk to each other. Today we still haven’t implement cross platform

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  • Catan VR Releases Onto Steam Catan VR arrives on Steam with cross-platform multiplayer.
  • Media Molecule’s Vision for Dreams Revealed in New Artwork A further look at PlayStation 4 creation engine Dreams.
  • Apple’s Memoji Are A Decade Late And Just In Time
    Apple’s Memoji Are A Decade Late And Just In Time

    Apple’s iOS 12 addition of Memoji — personalized “me” versions of its Animoji animated emoji — isn’t exactly novel. Video game makers realized the potential of avatars over a decade ago: Nintendo debuted Mii characters for the Wii back in 2006, and both Microsoft and Sony followed suit with avatars in 2008. So after Apple showed animal-focused Animoji last year, Samsung naturally responded with human AR Emoji. Apple’s eventual human response was inevitable.

    Having played with Memoji for the past week in the first beta of iOS 12, as well as some of the prior avatar creation systems on game consoles, Apple’s decision to finally embrace this concept strikes me as highly familiar — yet still timely. Avatars started to make sense for video games a decade ago, but they haven’t had an obvious purpose on smartphones, tablets, or personal computers until recently. Now that VR and AR are starting to become popular and 5G phones are on the cusp of offering holographic video calling, it makes sense to have a 3D version of yourself ready for communications.

    Memoji is a strong first step in the right direction for Apple. Apart from the absence of a feature that automatically analyzes a photo for a first stab at mimicking you, Apple’s tool for creating a personalized cartoony version of yourself is easy to use. You start with a bald yellow head; change the skin, hair, and eye colors; add hair, glasses, and/or earrings; and tweak eye, nose, ear, chin, and cheek shapes.

    While additional customization options would certainly be welcome, the current tool can mimic a wide variety of human faces, or go as decidedly alien as characters from Guardians of the Galaxy. That said, you don’t get to create a body, and since the tool is entirely focused on emoji-style faces, Apple’s current implementation tends to create cherubic rather than realistic results.

    The key difference between Memoji and most earlier avatars is that Apple’s TrueDepth camera hardware enables your face to move a Memoji’s mouth, eyes, head position, and tongue, with the iPhone X providing reasonably good head and facial tracking. You can overlap your head with a Memoji during a FaceTime call, send a video to a contact where the Memoji’s lips generally sync with your voice, or shoot a single picture off in place of an emoji. It’s not hard to imagine a day when Messages or FaceTime conversations between two or more people will take place entirely with avatars rather than with texts or live video.

    That’s particularly appealing given that companies are working on holographic video calling — calls that depict you, your caller, and both of your surroundings with full 3D depth. Pulling this off with humans will require multiple depth-sensing cameras on various angles, but doing it with computer-generated avatars will be much easier. Today’s Memoji are over-the-top cartoony, but as Facebook recently showed at its F8 conference, Facebook Spaces cartoon avatars (below) have evolved over time to become increasingly detailed and realistic.

    From my perspective, the biggest problem with Memoji is the exceptionally limited range of hardware currently required for the feature. As of today,

    The post Apple’s Memoji Are A Decade Late And Just In Time appeared first on UploadVR.

  • Vuzix Launch Developer Center For Vuzix Blade AR Smart Glasses Providing resources to help developer build new applications.
  • This Week In VR Sports: Coca-Cola Planes, eSports Dreams, And AR Games Experience virtual tours, fast paced eSports action and some augmented basketball.