Sunday 30 April 2017

Google Cardboard Splaks 3D VR Virtual Reality Glasses V2 with Sucker Head Str...



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May 1, 2017 at 01:06PM
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Virtual Reality Headset ELEGIANT Smart VR 3D Headset Glasses Goggles Box for ...



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May 1, 2017 at 01:02PM
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Virtual Reality 3D Glasses Bluetooth Game Remote Control For Smart Phone



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April 26, 2017 at 12:02PM
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3D Glasses VR BOX Google Cardboard Virtual Reality For iPhone 6S +Remote Control



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April 26, 2017 at 12:05PM
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virtual reality glasses



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April 26, 2017 at 01:36PM
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3D Virtual Reality VR Box 2.0 Glasses Headset Helmet + Remote for iPhone Android



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April 26, 2017 at 11:28AM
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Samsung Gear VR Virtual Reality Headset - SM-R323 International Version



Samsung Gear VR Virtual Reality Headset - SM-R323 International Version
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April 26, 2017 at 11:18AM
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Homido Virtual Reality VR Headset for Smartphones



Homido Virtual Reality VR Headset for Smartphones
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April 26, 2017 at 01:54PM
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2017 All In One 3D VR BOX Glasses Helmet Headset Movies Virtual Reality



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April 26, 2017 at 11:06AM
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2ND VR BOX Headset Virtual Reality 3D Glasses for 3.5~6.0" Smartphone Movies



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April 28, 2017 at 01:35PM
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WTF just happened on 'American Gods'?

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This recap contains spoilers for American Gods Season 1, episode 1, titled "The Bone Orchard."

Shadow Moon had a hard week in the first installment of American Gods.

After being released from prison and learning that his beloved wife Laura had died (while performing a particularly ill-advised sex act on Shadow's best friend Robbie in a moving car, as he later discovered), our brooding ex-con reluctantly agreed to work for the enigmatic Mr. Wednesday, a canny grifter with a false eye and a flair for the dramatic.

What followed was a disorienting trip into a world of myth and symbolism for Shadow and the audience. We witnessed the seductive goddess Bilquis devour a man with her lady-parts in a sex scene unlike anything else on TV; an epic bar fight between Shadow and a gigantic "leprechaun"; a talking buffalo with burning eyes haunting Shadow's dreams; and a virtual reality beatdown that was all too real.  Read more...

More about Michael Green, Bryan Fuller, Bruce Langley, Ricky Whittle, and Neil Gaiman

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Vander VR Box 2.0 - 3D VR Virtual Reality Headset



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April 26, 2017 at 10:25AM
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For Android IOS iPhone Samsung Virtual Reality VR Headset 3D Glasses With Remote



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April 28, 2017 at 11:22AM
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Virtual Reality Headset 3D VR Glasses Iphone 6 Apple Samsung Galaxy Android



Virtual Reality Headset 3D VR Glasses Iphone 6 Apple Samsung Galaxy Android
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April 26, 2017 at 09:50AM
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Original New 3D VR Box Virtual Reality Glasses Headset For SmartPhones Black



Original New 3D VR Box Virtual Reality Glasses Headset For SmartPhones Black
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May 1, 2017 at 08:44AM
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SAMSUNG Gear VR SM-R323NBKAXAR R323 Blue Black Virtual Reality Headset



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April 26, 2017 at 09:00AM
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Sorry, Zuck: AR & VR won’t replace TVs or phones

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Last week’s F8 conference is still generating a boatload of excitement, especially over CEO Mark Zuckerberg’s vision of an era without smartphones or televisions. While Zuck is right to believe AR and VR will have an important place in tomorrow’s ecosystem, he may be missing where their replacement value will be. Even worse (and this is uniquely ironic, coming from the world’s largest social network), Facebook is completely missing the intrinsic social need that drives adoption of most high tech products.

The numbers behind virtual reality don’t add up

Zuckerberg hinted at his vision for a post-iPhone, post-TV future by unveiling Facebook’s plans for augmented reality at F8 and was even more explicit in an interview with USA Today, saying, “We don’t need a physical TV. We can buy a $1 app ‘TV’ and put it on the wall and watch it.”

“We all want glasses or eventually contact lenses that look and feel normal but let us overlay all kinds of information and digital objects on top of the real world,” he explained at the keynote, which I was fortunate enough to attend. But while everyone in the audience around me nodded enthusiastically, I squirmed in my chair, resisting the urge to facepalm. There’s little to no evidence many people want augmented reality glasses (let alone contacts!), and copious evidence to the contrary. Consider:

To be sure, Samsung Gear VR, which uses Oculus technology, is doing fairly well. However, many of its 5 million+ shipped units were given away for free, and 5 million is still a fraction of the 100 million or so Samsung smartphones the headset was designed to work with. While Snapchat Spectacles attracted much initial buzz, it’s way too early to know if they actually attract mass market sales. (And being sunglasses, they are explicitly designed for a narrow range of use cases — mainly, while outside — and aren’t ready examples of the omnipresent AR glasses Zuckerberg describes.)

How device replacement actually works

Even if VR and AR devices see mass growth, it’s a mistake to assume they will replace smartphones and televisions. Sure, those devices may one day be replaced in the future — but only by similar devices. Generally speaking, new technology only exerts a replacement draw when it’s similar in functionality, form factor, and convenience to what currently exists. I’m writing this essay with my Mac, so clearly smartphones haven’t replaced laptops. However, they have largely replaced pocket cameras and digital music players, because smartphones are more convenient and easier to use for those purposes and, just as important, do not significantly change the underlying human interaction behavior.

Compare that with televisions: Primarily seen as an entertainment appliance, we often watch them with our brains set to off. We watch from different positions, from slouching across a couch to a standing yoga pose. Just as often, we watch without fully watching, doing chores or other activities while occasionally glancing at the screen. VR/AR, by contrast, typically requires our full attention, interacting with content from a very specific sitting, standing, or even moving position.

With that in mind, it’s more likely that VR/AR headsets will replace work-based desktop computers. They’re a great benefit for multitasking in multiple screens and for use in 3D enterprise applications, such as AutoCAD. Even more key, we’re literally paid to use desktop work PCs while sitting at full attention.

It’s possible Facebook conducted market research indicating a burning consumer desire for augmented and virtual reality, but it’s still outweighed by inconvenient sales numbers from actual reality. Interest in VR/AR may finally gain some traction with lower prices, better content, and less intrusive devices. None of that, however, can solve a more fundamental challenge.

Media consumption wants to be social

To assume that AR and VR will somehow supplant our existing devices is to ignore the social aspect of media consumption that has existed since the mass production of motion pictures and radios and that hasn’t categorically changed even with the rise of smartphones. We want to enjoy the media that’s important to us together. We create new or strengthen existing social bonds with that consumption. When we hear music together, watch videos together, our enjoyment (or distaste) is echoed and enhanced by experiencing the reactions of the people around us.

It’s why so many of our media habits are built around social contexts — TV watched with loved ones, movies and concerts enjoyed in large auditoriums, sports games watched in crowded bars, podcasts listened to with a driving companion. Smartphones have bent but not broken this social aspect of media, because while they allow us to enjoy different kinds of content while together, they’re still portable enough for us to easily enjoy together.

I suspect Zuckerberg knows all this, which is why he’s invested so much in Facebook Spaces, enabling social experiences in virtual reality. However, judging from poor VR headset sales, not to mention niche usage of MMOs and virtual worlds, socializing together through cartoonish avatars is not what most of us crave.

If I’m right that the social aspect of media is essential, VR and AR creates more problems than it solves. And in the end, any value from consuming content through headsets or glasses is outweighed by what we lose in the process: Seeing the expressions on each others’ faces. And with respect to Zuck, I think nothing in the world can replace that.

Balaji Krishnan is a Cupertino-based entrepreneur and engineer. He is founder and CEO of DabKick, a live media watching experience, and was also founder of Cruxle, an AI-driven recommendation engine, and Snapstick, a mobile-to-TV streaming technology acquired by Rovi.



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NIB CYNOCULARS VIRTUAL REALITY HEADSET + REMOTE



NIB CYNOCULARS VIRTUAL REALITY HEADSET + REMOTE
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May 1, 2017 at 07:13AM
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VRShinecon Virtual Reality glasses with Astoria VRremote control



VRShinecon Virtual Reality glasses with Astoria VRremote control
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April 26, 2017 at 10:17AM
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Brands Tackle an Online Foe: The Meme


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For Google Cardboard VR BOX Virtual Reality 3D Glasses+Bluetooth Gamepad Control



For Google Cardboard VR BOX Virtual Reality 3D Glasses+Bluetooth Gamepad Control
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April 26, 2017 at 11:11AM
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3D Virtual Reality Headset Goggles Google Cardboard w Remote NEW VR BOX USA FAST



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April 26, 2017 at 08:28AM
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Speck Pocket VR Virtual Reality Viewer iPhone 6/6S CandyShell Grip Case Black



Speck Pocket VR Virtual Reality Viewer iPhone 6/6S CandyShell Grip Case Black
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April 26, 2017 at 07:51AM
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VR BOX Mini Virtual Reality Glasses 3D



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April 28, 2017 at 09:11PM
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(NEWEST Version)3D VR Virtual Reality Glasses Headset with NFC tag for 3.5-6.0



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April 26, 2017 at 05:09PM
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HOT VR BOX 2.0 Google VR Virtual Reality 3D Glasses for 3.5 to 6.0'' Smart Phone



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April 26, 2017 at 02:55AM
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Samsung Gear VR Virtual Reality Headset - SM-R323 International Version



Samsung Gear VR Virtual Reality Headset - SM-R323 International Version
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April 26, 2017 at 02:50AM
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AMD Debuts a VR Experience Around Big India Movie Release

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AMD Debuts a VR Experience Around Big India Movie Release

Baahubali is one of India’s biggest films, and it is getting a sequel, Baahubali 2: The Conclusion, which is one of the most technologically sophisticated films ever made. It is the world’s first “trillion pixel film,” and it is getting a virtual reality experience that debuted this week at the Tribeca Film Festival in New York.

The VR project, dubbed The Sword of Baahubali, shows that virtual reality is having an impact around the world, not just in the U.S. In India, the Baahubali 2: The Conclusion film will debut on April 28 worldwide, and it will be accompanied by a big VR campaign as well that will promote the film and tell a side story in a VR-animated universe.

Arka Media Works, which is making the film, is collaborating with Advanced Micro Devices and Amazon on the VR experience, and they are showing it this week at the Tribeca Immersive program.

Raja Koduri, senior vice president and chief architect of AMD’s Radeon Technologies Group, said in an interview with GamesBeat that the company started working on the project a couple of years ago after one of his visits to India. The filmmakers were re-creating an entire ancient kingdom across 200 acres of land for their film setting. Koduri got to see it, and he wanted AMD to get involved.

“I was blown away at how they re-created this kingdom,” Koduri said. “I thought we had to get it all into VR. We had to re-created it in a game engine to do that, because the sets were created for a film.”

The film’s computer-generated effects are being created on workstations with AMD’s Radeon graphics chips. AMD’s teams also had to create content that could run on high-end hardware in VR in real-time.

“It really looks photorealistic, and that’s what we wanted to achieve in a real-time VR experience,” Koduri said.

The companies are also rolling out VR installations, or location-based entertainment, at lots of cinemas across India using HTC Vive VR headsets. Koduri said he hopes the VR experience will drive more interest in the film, which is already very popular. The trailer for the film already has more than 100 million views, and it’s one of the most viewed trailers of all time.

In the VR experience, fans can ride horses, fight battles, and interactively engage with Baahubali, making this the first full VR experience for any film in India. The fans see the medieval kingdom that is depicted in the film. Two characters (who are not in the film) will greet you, and they have to find the Sword of Baahubali. The character in the film needs to get that sword to be victorious. You get to witness the king’s court, and you have to deal with the attack of a big elephant. The VR experience lasts around 10 minutes.

“In the final sequence of the VR experience, you’ll come face to face with the hero of the film,” Koduri said. “I think that location-based VR will drive interest. For consumers, it’s a five-year journey for us to make VR ubiquitous.”

This post by Dean Takahashi originally appeared on VentureBeat.

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2017 DIY Cardboard Quality 3D Vr Virtual Reality Glasses For Google



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April 26, 2017 at 02:22AM
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Virtual reality glasses



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April 28, 2017 at 06:25AM
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Black Virtual Reality 3D VR Glass HD Movies Games For Android iPhone Samsung LG



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April 26, 2017 at 03:11AM
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Samsung Gear VR Virtual Reality Headset - SM-R323 International Version



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April 26, 2017 at 02:38AM
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2nd Generation 3D VR Glasses Virtual Reality Box for 3D Movies Video Games



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May 1, 2017 at 01:54AM
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BoBo VR Z4 [FOV 120°] 3D Glasses Virtual Reality Helmet Earphone & Controller



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April 26, 2017 at 05:03PM
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VR For Awareness Takes Over Tribeca Film Festival

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This year’s festival features a huge selection of immersive experiences spotlighting some of the world’s most pressing issues.

So far, the 2017 Tribeca Film Festival has been a chaotic whirlwind of innovative filmmaking, groundbreaking immersive entertainment and masterful storytelling. However the most impressive part of the event has to be the increasingly high amount of projects highlighting important social, environmental and health-related issues through creative forms of interactive public awareness.

Tribeca Immersive’s Virtual Arcade in particular hosts a striking amount of important topics that utilize VR technology to impact audiences and help them better empathize with those affected. This year’s Tribeca Immersive is home to 30 unique VR experiences to explore and enjoy.

Here are just a handful of the festivals most socially impactful VR projects:

THE PROTECTORS: WALK IN THE RANGER’S SHOES

Set in the Democratic Republic of Congo, The Protectors: Walk In The Ranger’s Shoes is a jarring 360-degree VR experience following a day in the life of several trained Garamba National Park rangers. The last line of defense in a seemingly endless struggle to prevent the extinction of African elephants at the hands of ivory-hungry poachers, these selfless heroes willingly risk their lives on a daily basis to protect these majestic creatures at any cost. The 8-minute experience uses the Samsung Gear VR to give you an in depth, and at times unsettling look into the increasingly hostile situation.

Where standard documentary videos are really only able to convey information with limited emotional effect, this VR experience is able to hit audiences on a more intense emotional level. At one point in the experience you emerge from thick African brush and are confronted with a slain elephant stripped of its horns and decaying in the blaring sun. I’ve seen my fair share of graphic documentary footage, but none that have hit me as hard as the VR video featured in this. A captivating topic, impressive 360-degree footage and a beautifully-designed booth make this one of the coolest, as well as important VR exhibits at Tribeca this year.

BLACKOUT

Arguably the most physically appealing exhibit at the festival, Blackout is an “ongoing participatory, volumetric VR project” that spotlights an eclectic rotating cast of real NYC humans of varying perspectives and experiences. After entering a minimalistic reconstruction of a NYC subway car, users place on a headset and enter a VR experience mapped directly over the real-life objects of the fake train. The virtual train bench was layered over the one in real life, meaning I was able to walk over and actually sit on it. That tall pole located near the doors? Yep, I could reach out and hold on to that too.

However the real magic came from the various souls who inhabited my train. Walking around I could see several characters going about their business, each based off of real people captured for the especially for this experience. Turning my gaze to a hologram-like figure activated an audio testimonial read from that particular person. The lights dimmed and a spotlight formed over the selected subject, giving me an in-depth look into their struggles and ambitions. Each viewing features a new cast of interesting “straphangers,” which means every experience is different.

The eye-opening interactive project does a spectacular job of capturing the natural movements of its crowd-sourced subjects thanks in large part to the technology behind DepthKit. Much like the Lytro Immerge system used to capture the Hallelujah musical experience which also premiered at Tribeca, DepthKit is an intuitive tool that uses light field technology to capture real objects/people in three dimensions. Where Lytro uses expensive camera equipment and rendering software to appease professional filmmakers, DepthKit prides itself in being a more accessible and inexpensive option in an attempt to cater to a wider audience. They accomplish this by replacing expensive professional equipment with accessible Microsoft Kinect sensors and standard DSLR cameras.

I was actually lucky enough to tour their capture studio at Tribeca. The impressive green screen cube has been used all week to capture a constant stream of new NYC subjects for festival-goers to experience throughout Tribeca. Where many of the VR exhibits present at the event have been tested and planned weeks in advance, the team behind Blackout is committed to showing just how fast they are able to record and implement new characters on the fly.

TESTIMONY

Sexual assault is an incredibly sensitive topic that can, quite frankly, be difficult for most to discuss. Its because of reasons like this that the fragile subject is often misunderstood or ignored completely. It’s a hot-button issue that’s been gaining more attention than ever thanks to recent high-profile cases involving Brock Turner, Bill Cosby and most recently Bill O’Reilley. These recent incidents have opened a floodgate of public concern, making Testimony perhaps one of the most important pieces of content at Tribeca.

Lasting a total of 40 minutes, Testimony combines the Samsung Gear VR with gazed-based technology to deliver a ‘choose-your-own-adventure’ sort of experience. Upon entering the interactive documentary you are immediately surrounded by a handful of floating bubbles, each featuring a real victim of some form of sexual assault. By making prolonged eye-contact with one of the hovering figures you activate a powerful testimonial read by the actual subject. It’s an incredibly insightful journey that does a wonderful job of conveying the severity of this uneasy topic.

Maybe it’s the isolation VR provides, but I felt more comfortable learning more about this problem than I ever have before. VR could perhaps be the perfect medium to discuss not only sexual assaults, but many other sensitive topics as well.

UNREST

Unrest is a 10 minute interactive experience that allows users to step into the shoes of someone suffering from chronic illness/disability and share their struggle with fatigue, pain and neurosensory symptoms. Based on a documentary film of the same name, the VR rendition does a fantastic job of translating these symptoms by placing the user in a near exact situation.

During my viewing I actually laid down on a real bed, wearing an Oculus Rift headset. From there I was transported to a cozy bedroom scattered with different items that, when selected via the Oculus Touch controllers, would trigger a specific memory or story from a person actually battling the difficult conditions. Much like the person suffering from these disabilities I wasn’t able to leave my bed, meaning my only form of exploration was by simply looking around. The finale is something special too. No spoilers.

It was a sobering adventure that accurately portrayed the difficulties of chronic illness and how the strong people inflicted with such burdens manage to cope. This is definitely a must-try for anyone looking for a more detailed look into this incredibly complex world of neurosensory behavior.

BECOMING HOMELESS: A HUMAN EXPERIENCE

In an attempt to recreate the harsh realities of homelessness, Stanford University’s Virtual Human Interaction Lab developed a VR experience that simulates the hardships of losing your home and living on the streets. Coming in at about 10 minutes, Becoming Homeless is an immersive first-person journey that evokes a genuine sense of empathy towards those living on the streets by having users take the role of an unemployed resident being evicted from his/her home.

The experience starts with you selecting certain items in your apartment to pawn for rent money. It starts off pretty easy, allowing you to select smaller items such as paintings and other collectibles. Things get a little tricky when you’re forced to start choosing more expensive items such as your phone, TV and laptop. This made all the more frustrating thanks to the landlord constantly knocking on your door in search of your late rent.

Eventually things become just too much to handle and you’re forced to live out of your car. As you attempt to get some sleep in your new mobile residence, you’re approached by a police officer claiming that new laws prohibit civilians from sleeping in their car on the side of the road. Unsurprisingly, you’re ticketed for your violation. So now the only way to pay off the bill and support yourself is to, you guessed it, sell your ride.

Finally you find yourself seeking warmth and protection on the local bus. At this point in the experience you’re tasked with protecting your last remaining possessions while simultaneously defending yourself from a weird traveler with an apparent hatred towards the homeless. Keeping your eye on the violent stranger is the only way to keep him at bay. The same goes for protecting your backpack, which means you’ll have to constantly keep an eye on both to ‘win.’ It was a stressful moment that did an excellent job of recreating the constant guard many homeless have to maintain to simply stay safe.

Overall Tribeca has surprised and delighted with its surplus of socially impactful VR experiences. There’s no doubt in my mind that 2018 will feature an even more impressive amount of VR projects for awareness.

For more info on these stellar works of art and the other amazing exhibits, visit the official Tribeca Film Festival website.

The post VR For Awareness Takes Over Tribeca Film Festival appeared first on VRScout.



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Moonfrog taps FarmVille creator to build epic Baahubali mobile game

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Baahubali 2: The Conclusion, a major film from Indian director S.S. Rajamouli, debuted this week. And it is accompanied by a new mobile game from Moonfrog Labs, dubbed S.S. Rajamouli’s Baahubali: The Game.

The mobile game is a major release on Google Play and the Apple App Store. To create it, the Bangalore, India-based mobile game publisher Moonfrog Labs turned to Mark Skaggs, co-creator of FarmVille, who moved to India in 2016 to work on games for the Indian market at Moonfrog Labs. Skaggs is betting that India’s game market will be the next China, which is now the world’s largest game market.

Moonfrog created the real-time strategy game in partnership with filmmakers Arka Mediaworks and Rajamouli’s Baahubali, with support from Graphic India. You could call it a major transmedia creation, Indian style.

This game is based on Rajamouli’s two-part Indian epic historical film, Baahubali, with an all-star Indian cast. The game is not a recreation of the film. Baahubali: The Game takes place in the Baahubali extended universe, where the player gets to be a part of the epic. The game was released this week in four languages: Hindi, English, Tamil and Telugu.

Above: Mark Skaggs, speaking at GamesBeat 2015.

Image Credit: Michael O'Donnell/VentureBeat

With Baahubali: The Game, the players act as Senapatis (generals or commanders) who serve the kingdom of Mahishmati. They train an army, build defenses and join forces with Baahubali, Kattappa and the other heroes of Mahishmati to push back the ruthless Kalakeya. The game gives the Baahubali fan a new entry point into the film’s universe as a player, where the fan can experience the challenge of being a general with the command of an army.

The end goal is for the player to prove their skills by building the strongest army, the best defended Rajya (outpost), and a working economy with food and gold to protect the kingdom of Mahishmati from the Kalakeya.

Above: Moonfrog’s Baahubali: The Game is a mobile strategy game.

Image Credit: Moonfrog

Skaggs led the design at Moonfrog Labs, where he is a director and board member. He previously led teams that created some of the world’s most popular social games – such as FarmVille, Empire & Allies, CityVille, Treasure Isle, Lord of the Rings: Battle for Middle-earth, and Command & Conquer Generals. His games have reached 365 million people.

“We’re using our expertise as game makers to give Indian players the opportunity to experience the characters, environments, and battles in the Baahubali universe up close and personal,” said Skaggs, in a statement. “Great film franchises like Star Wars live on in the minds of players even after the film ends on the big screen. This game will let people live, play and experience the universe of Baahubali in new ways.”

He added, “God is in the details. And as you upgrade the game to various levels, you see the details on your own Rajya in the Baahubali universe. The challenge of bringing the epic world of Baahubali into a small screen was met by the art team watching the film over 100 times to recreate the extended universe with nuances such as iconography, colours, architectural styles, weaponry and clothing styles into one game board. From concept sketches to 3D models and paint overs, every detail of the game went through a labored process of creation, development, and building.”

Above: Moonfrog’s Baahubali: The Game runs on 3G smartphones.

Image Credit: Moonfrog

The title is similar to Skaggs’ previous title, Empires & Allies, which he directed while at Zynga. But in this game, the film’s heroes play major roles.

The film director, S.S. Rajamouli, said, “I like to think of Baahubali: The Game as an extended Mahishmati universe. The Game is another step for us in creating a cross-media fictional World Of Baahubali. To make this happen, we worked with Mark Skaggs and Moonfrog Labs to bring the World Of Baahubali to your phone.”

The game is about the player’s skills as a general with the strategy and the smarts needed to become the most powerful Rajya in Mahishmati. It can be played in two modes – Solo Player (Campaign) and Player versus Player (PvP). In Campaign mode, the player is a part of the Baahubali universe, where she or he constructs and defends a Rajya. The player can build farms to maximize food production, erect barracks to build troops and drill gold mines to upgrade infrastructure and build more buildings. This gives players the resources to wage war and fight the Kalakeya in campaign mode. Attacking various Rajyas of the Kalakeyans such as the Watchtower, the Fort, Thieves’ Den and the Forbidden Village, brings more resources into the player’s Rajya.

In the player-versus-player mode, players get to fight against other players, and here’s where one can form alliances with family and friends who are also playing the game. The player can enlist Mahishmati “heroes” including Baahubali, Kattappa, and Bhallala Deva, in her/his army. The heroes come with their special powers which the players can deploy to help them protect your base or attack with you.

Tanay Tayal, cofounder of Moonfrog Labs, said in a statement, “Baahubali: The Game is an important milestone for us because it shows the quality of games that we can make and build in India. We’re excited to partner with Arka Mediaworks and SS Rajamouli. As a team, we love the film and want to do justice to all the work that SS Rajamouli and the Arka team have put into building it by making a great game that people can play and enjoy even many months after the films have come out in the theaters.”

Above: The enemies in Baahubali: The Game.

Image Credit: Moonfrog

Moonfrog Labs has raised $16 million to date from investors including Sequoia Capital and Tiger Global. It was founded in 2013, and its other hits include Teen Patti Gold, Bingo Club, and Smash Cricket. Teen Patti Gold has been downloaded more than 20 million times.

Arka Mediaworks, a production house based out of Hyderabad, was founded in 2001. It has also created a virtual reality experience based on the Baahubali 2 film. The first film, Baahubali – The Beginning, is the highest grossing film in India and the third-highest grossing Indian film globally.

Advanced Micro Devices also saw a big opportunity with Baahubali, and it worked on a virtual reality experience related to the film.

Skaggs said that the team that worked on the game was about 10 people, and they worked on the game for about a year. They designed the game to run on 3G smartphones, which are popular in India.

In an email, Skaggs said of the team, “It’s been a joy because the team is hungry to do their best work. They want to learn, work hard and come up with good ideas. There is great talent here at Moonfrog and I love working with great talent. The founding team has created a gem of an environment with high trust levels, support and a clear mandate to create a great games in smart ways.”

He added, “There have been a number of very interesting and fun challenges to working the Baahubali game. The first of course is the timeline of building an engine, tech, tools, art and game design in just over a year. We kept the team tight and small and then worked really hard to get it all built. The next is raising the bar of expectations on the level of quality of games that can be created in India for India. Finally, of course, is doing justice to the great film series.”

“Now is this the time where Indian talent is getting a chance to create new games here in India for the Indian market. I think the audience here has been waiting for this and it’s fun to surprise players by telling them this fun game they are playing was made right here in Bangalore,” Skaggs said. “My answer wouldn’t be complete if I didn’t take a moment to call out the fun team here at Moonfrog. They are very talented on both the tech side and the creative side. There’s also pride in creating great work to show friends and family while always learning, growing and working very hard to live up to the opportunity we all have here at the very early start to the game industry here in India. It’s a true treasure to come to work each day with the Baahubali game team, the other product teams as well as the founders and directors here at Moonfrog.”

VentureBeat's PC Gaming channel is presented by the Intel® Game Dev program. 


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