Onward aims to be the ultimate VR FPS for those after an authentic-style military simulation. The PC version excels in this regard and even though the Quest version is downgraded, it’s still a blast. It also features cross-play with PC for all game modes!
Our Onward on Oculus Quest VR livestream is planned to start at about 10:30 AM PT and will last for around an hour or two, give or take, depending partially on how well-behaved my small toddler child will be while left alone. We’ll be hitting just our YouTubeand I’ll be streaming from my Oculus Quest, which will be using a Chromecast Ultra wireless cast signal, plugged into a Capture Card, to get the footage to my PC while Jamie and Zeena join in via webcam to hang out and help out with chat.
You can watch the stream embedded via YouTube right here. Set a reminder if you’re reading this early!
Every weekend VRFocus gathers together vacancies from across the virtual reality (VR), augmented reality (AR) and mixed reality (MR) industry, in locations around the globe to help make finding that ideal job easier. Below is a selection of roles that are currently accepting applications across a number of disciplines, all within departments and companies that focus on immersive entertainment.
Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hubto check as well.
If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (email@example.com).
We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.
Senior Staff Writer at VRFocus who has reported on the VR industry for the last 5 years. A keen gamer since the days of the Sinclair ZX Spectrum, Peter enjoys covering all aspects of the technology; from the latest consumer hardware to enterprise use cases.
Virtual reality (VR) is a technological trend in various areas of communication, including events. It is a tool that has been improving in recent years and the best for providing specifically designed immersive experiences.
Because it allows the viewer to take a more active role in the narrative. The change of point of view, together with the immersive capacities, offer enormous possibilities in the development of narratives and new experiences.
Virtual reality and 360-degree video provide us with immersive experiences that are especially appropriate for communication, marketing and events.
They say that 2016 was the year of the consolidation of virtual reality and 360. Among the novelties, there is a change in the point of view, as the viewer can choose where he wants to direct his gaze: up, down, left or right. This is a significant innovation, which significantly increases interaction and the feeling of being in the place of action. The viewer takes an active role in the story and becomes a user.
The possibilities of VR and 360 are immense and there is still much to explore. The market continues to move forward, new glasses, cameras and devices are sold and designed to capture and play back 360 and VR.
For example, the Samsung Gear VR or the basic Google Cardboard. In the case of events, it has great potential. Here are some examples:
– For product or service demonstrations at trade shows and conferences.
You can offer attendees an interactive demonstration of your product or service on your stand.
– To generate greater engagement through gamification.
If you invite attendees to have fun with simple games you can be more successful in getting them to remember or get involved with the brand.
– For a post-event.
You can show people who couldn’t attend how the event was experienced.
– In a street marketing action.
Virtual technologies key to the future of events and training
More online education, new virtual meeting points, digitizing small businesses or creating remote experiences for customers, some of the challenges that have driven digitization in the post-pandemic society
Times of change, uncertainty and volatility, such as the current global one, divide the economic landscape into three groups: those who benefit, those who adapt to seek new opportunities and those who play less well.
Sectors such as telemedicine, biotechnology services or home delivery now present great opportunities. Likewise, startups that offer digital and innovative solutions related to education, teleworking or access to credit are also experiencing a boom, as explained in the report “The post-pandemic society: Technology as a vector of change”, developed by The Valley. For their part, in other sectors such as the hotel industry or events, companies have adapted or transformed their business models in search of new opportunities, as can be seen, for example, in the case of event spaces adapted to streaming studios or hotels that have converted their rooms into offices.
In the current environment, those companies that know how to take advantage of the opportunities of digitalization, focusing on the importance of health and safety, hygiene, reduction of physical contacts and other needs and habits that the lifestyle adapted to the pandemic has brought, will continue to have advantages. The experts of The Valley digital ecosystem have analyzed the new digital trends that have been implemented in response to changes in the way of socializing, buying, exercising or consuming entertainment, among others:
Group video calls, webinars and even online afterworks were some of the virtual meeting points that gained strength during the confinement.
This exceptional situation encouraged the use of new technologies to offer, for example, the possibility of interacting in virtual spaces through avatars as if it were a video game, and even to be able to have virtual social interactions in different spaces through virtual reality glasses that offer a more attractive and complete experience.
These virtual spaces are already being used as meeting points for business meetings, concerts, games, and even, in some cases, as platforms for social movements.
In the same way, to maintain contact and connection at a distance, tools have also appeared that allow, for example, a digital party in which users meet via videoconference to dance to music, or even to cheer on players at their sports matches remotely from a smartphone that plays the sounds on the speaker of the physical venue.
Today’s children are digital natives par excellence, and that is why, in the field of education, the platforms and applications available for distance learning through educational videos are increasingly used.
In the field of Edtech, which is expanding its niches of opportunity, new solutions for imparting knowledge have also appeared, such as the platform that connects students with tutors in a private or group way. However, the rise of homeschooling poses some challenges around the digital divide and the need for Internet access from anywhere, especially in countries with difficult access to connection.
Thus, other alternatives have emerged such as education through radio or television, or a solution that allows education through devices off-line without the need for an Internet connection.
The reinvention of physical and face-to-face experiences and events into the virtual world is now common practice. It is now possible to connect art galleries directly to collectors digitally or to exercise at home with an intelligent mat that allows for on-demand guided exercise classes with real-time feedback and performance data.
The hospitality industry has also joined the phenomenon of offering online experiences through video conferencing tools such as free interactive cooking classes, wine tastings or mixology workshops taught by renowned chefs and sommeliers. The phenomenon of the “personal shopper” has also appeared in the field of mass consumption of food, through a technological solution that allows customers to connect with a personalized buyer to choose “live” the products they are most interested in, buy them online and receive them wherever they want. To offer innovative customer experiences from home, new powerful space design and decoration platforms have also emerged, or virtual furniture showrooms, among others.
Create stores within the social networks and platforms that facilitate small local establishments to offer their products in the online environment or even help them with the logistics of delivery services.
These are just a few of the advances that are being contemplated in the area of online shopping and that offer facilities to small businesses to maintain their operations.
Allowing to reduce the direct contact with objects, and to guarantee hygiene and security, the touchless technology is taking a lot of strength.
On mobile devices, for example, the ability to act on voice commands, without touching the screens, is being promoted. Another highly innovative solution in this regard is electronic luggage tags, which, in addition to avoiding physical contact, make the check-in process easier for airlines and reduce costs.
Similarly, to increase security, you can already see how, for instance, some hotels have integrated automatic check-in kiosks, direct booking applications or contactless payments.
In the last couple of months, there’s been a concentrated effort to restart the virtual reality (VR) side of the location-based entertainment (LBE) industry. The latest comes from HTC Vive and ARVI VR, who have partnered up in an effort to bring the latter’s escape room experiences to a wider audience.
The collaboration will see the pair introduce VR escape rooms like Sanctum, Christmas, Mission Sigma and Cyberpunk to locations in China, India and Taiwan to begin with. Those locations will then be followed by Egypt, Hong-Kong, Indonesia, Macau, Malaysia, Philippines, Qatar, Saudi Arabia, South Africa, Singapore, Thailand, Turkey, UAE, Vietnam, and Kuwait at a later date.
Over the next three years, hundreds of VR arcade locations will receive ARVI VR’s content which is already used in HTC’s flagship VR park, Viveland. Kevin Williams, who covers LBE for VRFocus in The Virtual Arenahas also learnt: “ARVI VR content currently targets the HTCVive Pro platform and is expected to be converted to work on the successor hardware (the HTC Vive Cosmos).”
“Since 2019, HTC Vive has worked closely with ARVI VR to implement their popular escape room content for our customers at Viveland,” said Plutarch Lee, Associate Vice President, VR Enterprise Solutions at HTC Vive in a statement. “We’re excited to leverage their escape room content in even more arcades globally and look forward to adding more great multiplayer content later this year.”
“We’re thrilled to work with HTC Vive to bring our exciting and adventurous content to new audiences around the world,” said Michael Dementii, CEO of ARVI VR. “At present, we view this as a long-term and fruitful partnership with the possibility of broadening cooperation opportunities in the LBE industry.”
ARVI VR has been creating VR escape room games since 2016, partnering with numerous companies and deploying its tech across 250+ locations worldwide. Its latest title is Chernobyl which launches this month, where up to six players travel back in time to that fateful day.
As the LBE industry gets back on its feet and more content is announced, VRFocus will keep you updated.