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John Wick to Become a Virtual Reality Experience. By Alex Osborn John Wick is making its way to virtual reality with a brand-new experience that allows users to inhabit the character using HTC's Vive headset. According to Variety, Lionsgate is partnering with VR startup Wevr to produce the experience, which allows you to explore the Continental Hotel as Wick as you're tasked with figuring out how to "bribe the concierge, pick up dubious clues, and finally dodge bullets as someone breaks the Continental’s code of conduct and attacks their hotel room.

" Got feedback on our player? We want to hear it. Users will be able to move about freely in a 10-by-10 feet space and even "have to get on your knees to escape the bullets once the attack starts. " The experience is currently limited to demos and roadshows, as the VR market begins to find its footing. In addition to this VR experience, Lionsgate is also at work on a sequel film, having announced John Wick 2 earlier this year. Are Movie Theaters About to Disappear? How VR Will Remake Hollywood. Since the first public movie theater opened in the U.S. in 1905, movies have evolved significantly—sound, color, computer effects, high definition. However, one thing hasn’t changed. We still go to the theater to see our favorite films on the big screen. But for how long? During a panel at a recent program put on by 20th Century Fox Studios and Singularity University, an unspoken question lingered in the audience: Are movie theaters on the verge of extinction?

Long gone are the days when a movie was isolated to a two-hour screening at a public theater near you. Feature films are now built up months prior to release on multiple media platforms and are later continually expanded post-release. Meanwhile, a powerful new medium is on the horizon. Peter Diamandis testing a VR simulation at Exponential Leaders conference After a few years in development, the first high-end consumer virtual reality devices are due in 2016. And there’s evidence this is exactly what we want. Alison E. Oculus Founder: Virtual reality will change jou... These FX Wizards May Have Solved VR Films' Biggest Problem. Sebastian Marino already has an Academy Award for his special-effects work on James Cameron’s Avatar, but the other evening he became a director, and staged a tiny shoot in his apartment. He and a small crew set up an array of cameras and filmed two actresses in front of a green screen.

Only one of them delivered lines. “I imagine you’re feeling a bit like Alice right now,” she said enigmatically, “tumbling down the rabbit hole. Like her, I would suggest that you choose carefully.” But Sebastian Marino wasn’t done. Overnight, the data he’d captured with his cameras simmered; in the morning, he dropped the resulting file into the Unity 3D videogame engine and placed the actresses in a bare-bones apartment. The thing is, this wasn’t a videogame.

What Marino has managed to do, along the rest of his fledgeling VR company Uncorporeal, is solve in a very real way the cardinal problem that plagues the prospects of virtual filmmaking. Caught In the Frame The problem is movies. Go Back to Top. When you buy a movie from Oculus, your friends get a ticket too - UploadVR. The Fundamentals of User Experience in Virtual Reality — Block Interval. One of the curious things we've discovered is that normal maps can break immersion in VR in some cases. This is because the eye is very good at picking out depth information- and since VR is stereoscopic by default- we see normal maps as flat or lacking all of the depth information to signify 'this object has depth.' This means that geometry has to carry the weight of immersion much more than normal maps. It is probably a good idea to only use normal maps on objects that will be far away from the player since the parallax effect will be negligible beyond a certain distance. We're not saying don't use normal maps- but we're saying that if you try to use normal maps to convey depth on objects that are near the player, you're going to fight against immersion.

One of the amazing things about VR is the ability to get up close and personal with virtual objects. User testing will be more critical than ever before. Paranormal Activity VR Demo Heading to Theatres This Week with HTC Vive. Back in June 2015 VRFocus reported on the news that developer VRWERX was working on a new entry into the popular Paranormal Activity horror franchise in the form of a virtual reality (VR) videogame named Paranormal Activity VR. The experience is set to arrive on the Oculus Rift, HTC Vive and PlayStation VR head-mounted displays (HMDs) next year. For those that can’t wait until 2016, however, VRWERX has today announced that a demo for the title will be on display at select AMC theatres across the US from tomorrow. The demo of the title running on the HTC Vive is being showcased around the country to coincide with the latest release in the film series, Paranormal Activity: The Ghost Dimension. The sixth and final instalment in the series opens on 22nd October with 19:00 showings.

“The timing couldn’t be better for the reveal of our Paranormal Activity VR Game Demo,” said Russell Naftal, Co Managing Partner of Beast MG/VRWERX. Object-based-audio-key-to-vr-immsersion,30351. I recently attended Immersed 2015, and after going through my notes, an obvious recurring theme emerged: Many, if not most, of the speakers and panelists at the event were of the same opinion that the auditory experience in VR is just as important as the visual experience -- if not more important.

"Sound is 50 Percent Of The Movie Experience" There were many presentations at Immersed 2015, and if I learned one thing from them, it is that the people working diligently to bring the best, most compelling virtual reality experiences to fruition have all realized that audio can't be ignored, though it largely has been thus far. Many of the early VR experiences that are available for the public to download and play have been unconcerned with the auditory experience, but a bad one can completely break the immersion.

George Lucas once said, "Sound is 50 percent of the movie experience," and for virtual reality content, this is probably even more true. Movies Need Surround Audio, Why Wouldn't VR? How The United Nations Is Using Virtual Reality To Tackle Real-World Problems. Though there’s still much to be learned about the power and potential of virtual reality—from the release date of upcoming VR headsets to how this nascent technology will shape entertainment, education, and social interaction—filmmaker Chris Milk has already arrived at one important conclusion. "Virtual reality, fundamentally, is a technology that removes borders," he says. "Anything can be local to you. " Milk should know. The trailblazing director, who made his name creating cutting-edge, immersive music videos for bands such as U2 and Arcade Fire, recently founded the production company to push the boundaries of virtual-reality filmmaking and offer tools and support to people interested in the medium.

One of his first big projects: teaming up with the United Nations to create a series of short VR films highlighting some of the most pressing global challenges facing the organization, including the Syrian refugee crisis and climate change. Roadtovr. An interview with Polish site may have just revealed the release date for the HTC Vive in three territories, US, UK and Germany. In an interview with the site, HTC with Bartosz Zik, Product Commercialisation Manager at HTC, it’s mentioned that HTC expect to “Premiere” the SteamVR headset on December 8th. Update: We reached out to HTC and their response states “I would not consider this information confirmed or from HTC official channels.” Update 2: The same HTC employee in another interview can be seen below – again stating the 8th of December for an HTC launch. Make of this what you will. The HTC Vive headset was announced at the Mobile World Congress in Barcelona back in March this year, before going to dominate at the adjacent GDC conference a few days later.

It’s since become an eagerly awaited entry to the new wave of consumer VR hardware, due for release in the next 6 months. 4 Steps to Start Experimenting with WebVR in 10 Minutes. WebVR is not a new thing — people have been talking about using WebGL to render interactive 3D graphics in the browser for over half a decade, in various different implementations. What is new, however, is the availability of open source libraries that even novice developers can use to build VR experiences in very little time. Even just 24 months ago, this would have been difficult to state. But the hard work of a few dedicated enthusiasts (Josh Carpenter, Brandon Jones, Vlad Vukićević, Tony Parisi, and Boris Smus just to mention a few) has opened up a world of new content for the web.

Guest article by Anjney Midha: Anjney leads KPCB Edge as Founding Partner, and focuses on Virtual Reality and Drones & Aerospace companies. Before founding Edge, Anjney was the youngest partner at Kleiner Perkins Caufield & Byers, and was closely involved with the firm’s investments in RelateIQ (acquired by Salesforce), Ayasdi, Magic Leap, Enjoy, and True Caller, where he is a board observer. . Optinvent-lance-la-version-grand-public-de-son-casque-de-realite-augmentee.

VR Launchpad 2015: Eric Romo - Lessons Learned In VR Startup Fundraising. Magic Leap Releases Raw Footage Created With It... Réalité virtuelle: pourquoi les entreprises françaises ont toutes leurs chances. Ce boulon lui résiste. Malgré l'outil qu'il tient dans sa main, il ne parvient pas à effectuer correctement le réglage qui lui permettrait de relier l'élément à l'ensemble de la carlingue de l'Airbus A380 sur lequel il travaille.

Le technicien retire ses lunettes spéciales et s'adresse à l'ingénieure, à quelques mètres de lui: "Va falloir modifier les plans! " La lumière se rallume, l'avion s'estompe. Les deux professionnels sont debout dans une pièce de 9 mètres carrés, des écrans sur tous les murs. Ici, au Technocentre de Renault à Guyancourt, on appelle ça un "Cave", pour "Cave Automatic Virtual Environment" (caverne d'environnement virtuel automatique). Facebook, HTC, Samsung, Microsoft ou Google, ces entreprises cherchent toutes à faire de la réalité virtuelle leur nouvelle martingale. Le mythe du Cave Les "Cave", ces salles immersives constituées d'écrans, ont vu le jour dans les années 90, aux Etats-Unis. De la formation à la vente, la réalité virtuelle partout Et maintenant? Virtual Reality Is ‘The Last Medium,’ Says Filmmaker and Vrse CEO Chris Milk (Q&A)

“I prefer making stuff to talking about how I made the stuff,” says Vrse CEO Chris Milk. “I have to do that a lot lately. You do one TED Talk, and then everyone thinks that you’re the guy.” But like it or not, Vrse has been attracting inbound attention from Hollywood, Silicon Valley and beyond. The 15-person startup has forged partnerships with major media entities like the New York Times, entertainment properties like “Saturday Night Live” and even the United Nations.

In the nascent world of VR content, it’s widely seen as one of the companies that “gets it.” “Chris is the grandfather of cinematic VR,” fellow VR filmmaker René Pinnell said. Vrse is now getting serious about shaping the business side of cinematic virtual reality, but where should creative energies go now that the first consumer VR headsets are finally coming out? The following interview has been edited for brevity and clarity. Re/code: Why are you interested in virtual reality? Yeah. Vrse / “Evolution of Vrse” Yeah. Really? How VR will conquer your worst fears. When I was a little kid, I washed my hands so often that my skin bled raw. I had just learned what germs were and in my imagination little disease-ridden critters crawled all over me every time I touched something new. So a few times an hour, I would run to the sink and try to scrub them off. Not really knowing what to do, my mom bought me a pair of pretty white princess gloves and hovered to make sure I never took them off..

I got over obsessively washing my hands, but it was the beginning of a lifetime of finding terror and anxiety in odd places. I’ve been crippled with panic over irrational fears of sharks, sweat, public restrooms, and, after violently slamming into a tree the first time I got behind the wheel, driving a car. My heart still races nearly every time I drive.

At the center, in a drab office park on the outskirts of the city, the first VR program I tried was one designed to treat PTSD in returning combat veterans. “See?” There’s really no good reason for it not to. La réalité virtuelle pour guérir des phobies. The Choreography of Attention | elevr. At nearly every VR related conference I’ve been to someone either on stage or in discussions steadfastly claims: You can not edit in VR. Usually this is followed by a quip about teleporting audience members from place to place and how ‘just not real that is.’ I’m not sure how this strange notion got started, but let me assure you: it’s all lies. Lies I tell you! Seriously people. You have to stop saying this. Not only is it not true, but people believe it. Not knowing how to do a thing is not the same as the thing being impossible.

Editing is a thing When an expert says that you can’t edit in VR what they usually mean is that the standard film language for shot types: establishing shot, close up, etc, have no easy analog in VR. VR recorders are not cameras, like mobiles are not phones Now that I have thoroughly convinced you that VR editing in a thing, let’s talk turkey. VR is a somatic medium We know things with our guts.