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Talespin Expands Immersive Soft Skills Learning Content Library

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Training solution specialist Talespin has been building up its library of content aimed specifically at helping companies who are keen on improving their employees skills. Further improving its services, today Talespin has announced an expansion of its off-the-shelf learning content library whilst making its services easier to access.

Today sees the addition of Recognizing Bias and Practicing Self-Awareness to its library, both powered by Talespin’s CoPilot virtual human training technology. Both feature real-time scoring and feedback to aid a user’s development.

  • Recognizing Bias Module: Learners take on the role of a producer at a fictional large tech company. They are tasked with filling a programmer position with an experienced candidate who can hit the ground running. The learner must interview three candidates and find the right one for the role, while navigating their own biases. They will learn how to identify and mitigate the common biases found in the workplace.
  • Practicing Self-Awareness Module: Learners take on the role of an account manager who recently had to let an important client know that the team will not be able to meet an agreed-upon deadline. After a stressful exchange with their boss about the missed deadline, the learner must effectively identify and manage their emotions in a follow-up meeting with the internal project manager to establish what went wrong. 

“The past year has proven the impact that better learning and deeper skills data can have on solving workforce development challenges,” said Kyle Jackson, Chief Executive Officer and Co-Founder of Talespin in a statement. “Our new desktop streaming capability and content will bring the benefits of immersive learning to our customers and learners at scale.” 

“The workforce of the future needs prepared leaders with strong communication skills, who can learn and lead, creating a model for work that’s collaborative, inclusive, and productive. Talespin’s new immersive learning content and desktop streaming platform capabilities align with our mission to lower the barrier to entry for professional development, and to accelerate skill attainment and greater accessibility to advanced technology,” said Stephen Yadzinski, senior innovation officer, JFF. “We are excited to expand our partnership with Talespin to continue driving social impact in learning and education.” 

While Talespin has been focused on providing its content via VR headsets its now added desktop content streaming support so that users can access modules through a website link, improving accessibility in the process. VRFocus will continue its coverage of Talespin and soft skills training in VR, reporting back with further updates.

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Source: https://vrarnews.com/details/talespin-expands-immersive-soft-skills-learning-content-library-608ad893638c5598561c6850?s=rss

AR/VR

Population: One’s Wild West Season 2 Arrives Today, Bureau Gold Code Inside

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It’s finally time for Population: One fans to get their hands on BigBox VR’s next update for the popular battle royale shooter. As revealed last week, Season 2 will introduce a limited time Wild West element to Population: One, with a new environment, weapon and other features to expand upon the fast and fun gameplay.

Population: One Season 2

Population: One – Season 2: The Frontier will be available for 10 weeks, with one portion of the map turned into a western frontier town. It’ll feature its own saloon, and dusty streets to fight in. Players will be able to take advantage of explosive barrels to take down opponents, breakable barrels with goodies inside, and plenty of buildings and rock formations to gain the high ground advantage.

Then there are the new items. First up are the Matadors, two small shotguns with 8 shell capacities and a very fast flick reload mechanic. Great for close-up combat, because they are dual wield you won’t have a free hand to climb anything; awesome firepower or environment flexibility, it’s your choice. Players will also find the new Harmonica very useful being able to play a catchy tune to recharge other squad members’ shields. Or there’s always the new Shield Shaker which needs to be shaken and charged for a full shield recharge.

BigBox VR isn’t stopping there either. The map now supports 24 players for even more carnage, there are new Titles, Sprays, and Calling Cards, plus the custom game beta is being rolled out. Players can create their own private rooms to host their own matches with a massive amount of gameplay customisation options at their finger tips, choosing which weapons can be used, the zone speed, and much more.

Population: One Season 2

Oh yeah, one last teasing detail the studio has revealed; Population: One – Season 2 will see the introduction of a Deathmatch Mode. It isn’t saying anymore at the moment with further details to come.

Everything mentioned will be available as free content. Players can also purchase to optional Battle Pass for $4.99 USD that unlocks exclusive themed content and rewards such as new characters and new legendary gun skins. 

While Population: One has garnered plenty of VR fans since its launch last year if you’re really new to the videogame then VRFocus has a special offer for you. Using coupon code: ‘VRFOCUS’ anyone that’s purchased Population: One within the last seven days can claim 750 Bureau Gold (worth $10!) to buy new skins and other items in the shop. The code is valid between 13th – 27th May 2021 (12 am PST). For help redeeming the code here’s BigBix VR’s guide.  

Population: One – Season 2: The Frontier is available today for Oculus Quest, Oculus Rift, HTC Vive, Valve Index, and Windows Mixed Reality headsets. For continued updates to the battle royale title keep reading VRFocus.

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Source: https://www.vrfocus.com/2021/05/population-ones-wild-west-season-2-arrives-today-bureau-gold-code-inside/

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A Rogue Escape Surfaces in June for PC VR

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Back in November Spare Parts Oasis and Armor Games Studios announced A Rogue Escape, a virtual reality (VR) escape room experience based on Oasis’ first title Nauticrawl. Today, the teams have released a new trailer for A Rogue Escape, confirming an Oculus and Steam store launch will take place in June.

A Rogue Escape takes place inside a giant underwater mech called a Nauticrawl. You’ve stolen this giant machine in a bid for freedom, there’s just one small problem; you’ve never piloted one and its filled with all manner of levers and switches. So the gameplay is very hands-on, finding out what systems work and how those that don’t can be hacked.

The mech is split into five control areas, each with its own set of systems to manage. You’re not left to blindly stumble around the controls, however, as clues have been left by previous pilots. Whilst these will give you a starting point the rest is left up to you and your wits.

“With A Rogue Escape, I got the rare opportunity to realize my childhood dream of what it would really feel like to be inside a mysterious machine, surrounded by buttons and levers to experiment with, while danger lurks outside of the riveted metallic walls!” said Spare Parts Oasis’ Andrea Interguglielmi in a statement. “Combining an escape room with dungeon crawling and cockpit simulation was a daring concept back when I did this on PC with my previous title Nauticrawl, but somehow it feels right at home with a headset on and a fully immersive and tactile environment to experience. I just feel truly excited to share this unique adventure with all VR players willing to be challenged by this colossal machine!”

To help finesse the gameplay for VR headsets Spare Parts Oasis worked with Sylphe Labs – which created Steel Alive for Gear VR – to ensure the interior offered a suitable area, whether players are seated or standing.

Supporting Oculus Rift, HTC Vive and Valve Index, A Rogue Escape will launch on 10th June 2021. Check out the new trailer below and for further updates, keep reading VRFocus.

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Source: https://vrarnews.com/details/a-rogue-escape-surfaces-in-june-for-pc-vr-609d345989225415087f58e5?s=rss

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Gadgeteer Launches May 25 For PSVR

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Metanaut announced that Gadgeteer will release May 25 for PSVR.

Gadgeteer is already available for PC VR and Oculus Quest and was still in Early Access up until August last year.

It was revealed last December that Gadgeteer would be coming to PSVR in Q1 2021. It’s slightly missed that first-quarter window, but it’s not long to wait now – there are less than two weeks until PSVR players can go virtual hands-on VR’s best Rube Goldberg machine simulator.

Metanaut confirmed on Reddit that it would cost $14.99 on PSVR and support both DualShock 4 and Move controllers as input methods.

Gadgeteer is the ultimate Rube Goldberg machine simulator, allowing you to create some truly crazy contraptions in VR. It has a full campaign and a sandbox mode, both of which involve creating and solving puzzles using marbles, dominoes, wooden blocks and various other gadgets. The campaign takes you through the basics and teaches you the mechanics, but the sandbox mode is where you take what you’ve learned and really unleash your creative potential.

There’s also online level sharing available, which means that after you’ve finished the campaign and messed around in sandbox mode, there’ll be plenty more content to go through. You can create your own puzzles and upload them for others to complete, or browse the vast library of existing creations from other users.

Gadgeteer is available now for PC VR and Oculus Quest. It launches May 25 on the PlayStation Store for PSVR for $14.99, compatible with both PS4 and PS5 consoles. To read more about how to connect your PSVR to a PS5 console, check out our guide.

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Source: https://vrarnews.com/details/gadgeteer-launches-may-25-for-psvr-609d2ebeee3b1e340662a7ba?s=rss

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This Upcoming VR Shooter Mixes Bits Of Lone Echo And Gorilla Tag

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A duo of developers working on their weekends and evenings building a co-operative shooter game over the last few years took me through a demo to show off some interesting locomotion ideas and gameplay mechanics.

Tentatively named Sector Security, the title is built in a style that should make it Oculus Quest-friendly upon completion. Developers Andre Infante and Ezra Stallings teased the game in an early gameplay video using temporary art with the text “coming when it’s ready”. Put another way, this game won’t be finished until 2022 or 2023 because there’s still a lot of work to be done to turn what I saw into a fully-fledged title. They’ve been working to build out the core mechanics that will drive it, and the current state of those systems brought to mind an early run-through of what would become Boneworks from Stress Level Zero. This isn’t a physics playground, to be clear, but it’s clearly a Half-Life-inspired shooter and comes with remarkable freedom of movement plus the addition of drop-in co-op.

The key part of their design is that the controller sticks are only used for snap turning. You move by grabbing the world and dragging or throwing yourself around it. So you can jump, climb, and move swiftly across levels with a grip-based movement system that’s somewhat similar to what we’ve seen in Gorilla Tag and Lone Echo, but the devs here tuned for a traditional shooter so it is more satisfying to navigate across flat surfaces.

“The design goal was to provide something that was more comfortable than stick motion while also giving the player more freedom. It’s frustrating to be blocked by obstacles you could easily overcome in real life – especially in VR, so we wanted your movement capabilities in the game to be fully a superset of your real world movement capabilities,” Infante wrote in a direct message. “You can climb on anything, you can hide under anything. You can run faster than any sprinter, jump like a stimulant-addled bullfrog, and squeeze through any space larger than your head. There’s a learning curve to it, but that kind of player freedom lets you do some really interesting things with gameplay and level design that just aren’t possible with stick movement.”

Concept Art for Sector Security

The developers are hoping to release on both SteamVR and Quest 2 after rounds of testing with community. What I saw was still pretty early, but after 30 minutes of play time I was getting accustomed to the controls and running around levels with ease while using cover strategically. The developers are aware their solution isn’t necessarily going to work for everyone, but there’s an interesting trade-off here I’m curious to see explored with larger numbers of players accessing the software. There’s a chance some players may notice sweat on their brow, or tiredness in their arms grabbing at the environment, before discomfort from vestibular mismatch sets in, and I’m curious to see if that staves off simulator sickness in some people or not.

“Right now, everything other than zero-vection teleportation is inherently a compromise when it comes to comfort,” Infante wrote. “We’re trying to strike a better compromise than stick motion, but are aware that some people won’t be able to enjoy it, which is why we’re committing to providing a free demo so people can find out that out before they pay for the full game.”

Cactus Sparko has a Twitter page up and running and you can check there for more information about the title and eventually opportunities to beta test the product. Dante Infante, Andre’s brother, is a character artist for the project and Louis Leroy did environmental concept art.

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Source: https://vrarnews.com/details/this-upcoming-vr-shooter-mixes-bits-of-lone-echo-and-gorilla-tag-609d2ebeee3b1e340662a7b9?s=rss

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