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Iron Man VR Spoilercast & Post-Mortem: An Hour With Director Ryan Payton

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Iron Man VR took flight on PSVR last week, and left a whole lot to discuss in its wake.

Fortunately, we got to steal game director Ryan Payton from Camouflaj for an entire hour to talk about it. Below is our full spoilercast for Iron Man VR which, yes, includes lots and lots of spoilers.

Over the course of the interview, we spoke to Payton about the game’s story, its characters and the direction Camouflaj took Tony Stark. As you probably know, the game offers a full, story-driven campaign that explores the character of Tony and the cast around him in some unique ways. We talk about the comics that inspired the story and some of the easter eggs to look out for, as well as where some of your favorite characters might be in this universe.

But that’s not all; we also went deep into some of the criticisms of the game at launch, including some of the technical issues and structure of the story/gameplay. Payton spoke candidly about the reception since launch (both the good and bad) and the nature of VR game development in 2020. If you’re wondering why the team made certain design choices or how they pulled off some technical feats, you should definitely tune in.

This one’s for both VR and Marvel enthusiasts alike, then.  Make sure to read our review and accompanying editorial on why the game shows we need PSVR 2, too.

Iron Man VR is out on PSVR now, and debuted in the #2 spot for physical games sales in the UK last week.

Source: https://uploadvr.com/iron-man-vr-spoilercast/

AR/VR

Digital Catapult’s Augmentor Programme Reveals 10 new XR Startups

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Now in its fourth year, during the summer Digital Catapult’s Augmentor programme announced an open call for UK-based XR startups. They’ve now been chosen, selecting 10 companies working across the immersive industry spectrum, from training platforms to augmented reality (AR) books.

Fracture Reality

They will now begin a 12-week programme to help grow their products and enhance their business model, meeting and learning from leading industry mentors and investors to attract more financing in a bid to scale.

The teams selected for the 2020 Augmentor programme are:

  • Emperia – “Is creating virtual reality experiences that boost sales and customer engagement for businesses in art and luxury fashion.”
  • Evidential – “Has produced EVITA, an incident training platform which provides large scale environments where multiple training scenarios can take place.”
  • Fracture Reality – “Developing an online mixed reality platform called Join specifically for engineering and data-intensive users that includes immersive 3D features like gestural sketching and avatars.”
  • MagicBeans – “It has developed Roundhead, a platform for creating and delivering six degrees of freedom spatial audio experiences at scale, so users can create, share and listen to spatial audio across multiple devices.”
  • MOONHUB – “Has created a high quality, immersive training product which uses virtual reality to convert e-learning solutions into interactive training scenarios to improve engagement in employee training.”
  • Overview Ark – “Created a tool for production designers and event coordinators to build 1:1 replicas of a live show without the need of programming knowledge.”
  • Percept Imagery – “Developed a unique augmented reality platform called Sprie that enables retailers to personalise online shopping experiences by allowing shoppers to try products in the real world before buying them.”
  • Retinize – “An award-winning content studio based in Belfast, Northern Ireland, that specialises in the creation of cutting edge immersive VR content as well as interactive and geolocative AR applications.”
  • Slanted Theory – “Through the power of 3D technology (XR) and immersive analytics, Slanted Theory has created “Alaira”, a cloud data analysis and visualisation platform which provides views of data unparalleled in 2D dashboards.”
  • VIKA Books – “Using augmented reality to promote British Sign Language (BSL) as a language for deaf and hearing children alike.”
Vika Books - Baby BSL
Image Credit: Jo Hounsome

“At a time when access to entertainment venues is restricted, online shopping has soared, and remote collaboration for work is more important than ever before as many of us remain working from home for the foreseeable future, this year’s Augmentor cohort are providing innovative, commercially viable solutions to issues that are important to us all,” said Jessica Driscoll, Head of Technology – Immersive at Digital Catapult in a statement. “What’s more, because Augmentor has always been about bringing investors and industry along for the journey, the teams see tangible results, from business support all the way to investment. We’ll be watching the next three months very closely and look forward to seeing the results.” 

In the past three years, 27 companies have taken part in Digital Catapult’s initiative, helping them raise a combined total of over £6.7 million GBP. These have included Somewhere Else which developed soft skills training platform BodySwaps, so it’s always worth keeping an eye on participants for the next big thing. For further updates, keep reading VRFocus.

Source: https://www.vrfocus.com/2020/10/digital-catapults-augmentor-programme-reveals-10-new-xr-startups/

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Jorjin Technologies announcing J7EF, the latest of its J-Reality

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🤖Jorjin Technologies announcing J7EF, the latest of its J-Reality™ smartglasses series and world-first AR product built upon Epson’s new high-performance Optical Engine. 👇

🗨 Jorjin Technologies, a 🏢Taiwan company that started working on Augmented Reality (AR) when the technology was still in its infancy, has spent the last 12 months developing J7EF, the latest member of its J-Reality™ smartglasses family. J7EF, the world’s first AR product based on Epson’s new Optical Engine, is now available in sample quantity and will be ready for volume shipment in December 2020.

🔥 Thanks to Epson’s Optical Engine, J7EF smartglasses users will enjoy a full HD resolution (1920×1080 pixels), with a 34 degrees FOV and a typical brightness of 1000cd/m2. They will feel like watching a 120-inch HD display positioned at 5 meters, with the added benefit of a breathtaking rendering of 3D content.

🎯 J7EF smartglasses also feature an 8-Mega pixels front camera, a 9-axis Inertial Measurement Unit for motion detection, and an optional low-power Time-of-Flight sensor. Jorjin has also designed a companion small form-factor Controller Unit powered by Qualcomm® Snapdragon™ XR1, a leading processing platform optimized for AR/MR applications. J7EF can connect to the Controller Unit through a USB Type-C cable or, alternatively, directly to most high-end smartphones supporting Display Port over USB Type-C.  👇

🚀 Jorjin believes that there is no “one-size-fits-all” answer to the smartglasses market and that it is important to introduce products optimized for unique use cases. Jorjin is eager to capitalize on Epson AR Optical Engine and on its J7EF design experience to provide ODM/JDM services to Customers around the world who are interested in developing their own differentiated high-performance smart glasses.

🗨 “Companies willing to market smartglasses fine-tuned for the needs of a specific ecosystem should get many benefits from Jorjin’s capability to provide fast spin-offs of our AR products”, says Tom Liang, Jorjin Technologies Chairman & Founder, “as it will enable them to enter the market they target without the burden of long development cycles. Notably, J7EF, world-first smartglasses leveraging Epson’s new Optical Engine and designed for smooth integration with Qualcomm® XR1 Platform, allows Jorjin to offer its clients a customizable Hardware and Software blueprint for a range of AR products fulfilling end-users requirements.” 👇

🏢 About Jorjin Technologies: ➡ Jorjin Technologies, a Taiwan company founded in 1997, has been at the forefront of the development of AR Smartglasses for the past 6 years. Its diversified product line includes 3 different families, J-Supporter™, J-Reality™, and J-Slim™, each targeting different use cases and being adopted by domestic and international customers. The company is also providing ODM services to worldwide customers looking for a safe supplier of differentiated smartglasses answering specific needs.  🔗  www.jorjin.com

👉 For more information, contact:  ⤵

Curt Riley
310-430-2349
curt@gtventures.io

 

 

 

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What the VR is Going on at Facebook? Accounts, Store Content and the Splits

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The launch of the Oculus Quest 2 has largely been a success with Facebook Reality Labs’ Chris Pruett reported as saying its: “beyond what we expected.” But that doesn’t mean to say it’s been entirely plain sailing as there has been a backlash from consumers over a range of issues, some more concerning than others.

Oculus Quest 2

A lot of the grievances stem from Facebook’s new policy of either needing a social media account or merging an Oculus and Facebook one together if you’ve bought the Oculus Quest 2 – no need to just yet if you haven’t. With the two intertwined this has brought worries such as banned accounts, what happens to bought content if you don’t want Facebook and using multiple headsets with the same account.

As widely reported Facebook can ban an account depending on how its used or whether it appears suspicious – no real activity for example. Vice President of Augmented and Virtual Reality at Facebook, Andrew Bosworth held an Instagram Q&A a couple of weeks back addressing that concern saying: “people should continue to make sure their Facebook accounts are in good standing before they buy the headset.” He went on to say that they are trying to resolve issues as soon as they appear. This isn’t likely to appease that have had an account ban.

Then last week the account subject continued to boil as it was revealed that should you delete your Facebook account this will also delete your Oculus information including any Oculus Store purchases – deactivating the account will also stop Oculus access. Whilst this isn’t great news for those who love their Oculus Quest 2 but don’t want a Facebook account anymore, just remember that this practice is common. Most online services like this – Steam for example – require an account to access paid content. Delete the account and away goes your stuff. You only really own it if it’s physical and that’s only possible with PlayStation VR content – GOG.com being the exception.

Oculus Quest 2
Oculus Quest 2 with Elite Strap + Battery accessory

And then there’s this weekend’s furore into using the same account on two headsets if you own the original Oculus Quest and Quest 2 for example. This blew up due to Oculus Support telling someone that doing so could get them banned. Thankfully, this turned out to be wrong with Oculus Support tweeting: “Using the same Facebook account on two or more Oculus headsets simultaneously will NOT get your account “banned.”” Going on to say: “we plan to introduce the ability for multiple users to log into the same device using their own Facebook account.” So at least that’s some good news.

Lastly, there’s the Elite Strap problem. There’s been a massive amount of discussion (and images) over on the Oculus Quest sub-Reddit with customers reporting straps cracking, splitting and simply breaking all in the same spot, the plastic arms which connect the front to the back. A small number could be down to misuse yet the breaking trend continues to grow, very concerning for those with the more expensive battery option. Tellingly, on the Oculus website, both Elite Strap options are now unavailable in every country so this is a major issue needing to be rectified.

These first few weeks have been quite the thunderstorm for Facebook and its Oculus Quest 2 launch. Many will be happy with their new headset – VRFocus’ Oculus Quest 2 review praised the device – with new and improved content but the release hasn’t been plain sailing. Facebook is a dominant force in VR so love it or hate it all you can do is vote with your wallet.

Source: https://www.vrfocus.com/2020/10/what-the-vr-is-going-on-at-facebook-accounts-store-content-and-the-splits/

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