{"id":209184,"date":"2017-02-18T17:28:27","date_gmt":"2017-02-18T22:28:27","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/imaxs-first-virtual-reality-arcade-is-here-and-it-is-beautiful-the-verge-the-verge.php"},"modified":"2017-02-18T17:28:27","modified_gmt":"2017-02-18T22:28:27","slug":"imaxs-first-virtual-reality-arcade-is-here-and-it-is-beautiful-the-verge-the-verge","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/imaxs-first-virtual-reality-arcade-is-here-and-it-is-beautiful-the-verge-the-verge.php","title":{"rendered":"IMAX&#8217;s first virtual reality arcade is here and it is beautiful &#8211; The Verge &#8211; The Verge"},"content":{"rendered":"<p><p>    With headsets like the Oculus Rift and PlayStation VR finally    shipping out to customers, 2016 was supposed to be the year    virtual reality finally went mainstream. But things havent    exactly     worked out that way, and in 2017, all eyes are now on    location-based VR. Whether in movie theaters or custom arcades,    VR installations are seen as an opportunity to will a    functioning VR ecosystem into existence. Customers can try    experiences in paid, bite-sized doses without investing in    expensive hardware, and content creators can take advantage of    that larger reach to monetize titles and encourage further    development. One of the entities moving most aggressively in    that direction is IMAX.  <\/p>\n<p>    The company best known for bringing larger-than-large cinematic    imagery into movie theaters soft-opened the IMAX VR Experience    Centre in Los Angeles on January 6th. Its the first of six    pilot locations the company plans to roll out, with IMAX    targeting China, the UK, New York City, and a second location    in California by the end of the year. But each of those new    installations will be tied to cineplex chains, setting up    either in a revamped movie theater or in a venues lobby. The    flagship LA center is a standalone location made up of 14 VR    pods equipped with a combination of HTC Vive and StarVR    headsets, and a selection of titles ranging from     Star Wars: Trials on Tatooine to John Wick    Chronicles. Its not a perfect setup by any means, but for    audiences that have never had the opportunity to try room-scale    VR, IMAX may have created the best introductory experience yet.  <\/p>\n<p>    While IMAX hosted a day for press to see the facility earlier    this week, I also explored the location as a paying customer to    get a sense of what the real consumer experience is like. The    Experience Centre is across the street from an outdoor shopping    complex called The Grove  for those not familiar with LA    geography, its a major shopping destination with a suite of    restaurants and a movie theater, making it easier for IMAX to    attract what a representative described as a four-quadrant    audience. Thats a film-industry term describing something that    appeals to men and women, and both younger and older audiences.    Its essentially the broadest possible audience you can hope    for, and advertising has been popping up around Los Angeles for    the last few weeks to draw that audience in.  <\/p>\n<p>    The VR pods are futuristic, 12-by-12 cubicles  <\/p>\n<p>    Stepping inside the center, the location calls to mind a    sweeping, vaguely futuristic movie theater lobby. Curved white    walls set off video screen posters for various titles, and    another large display near the ticket counter shows what time    slots are available for different experiences. IMAX breaks    tickets up into two categories. There are featured titles,    like Trials on Tatooine, Raw Data, and    Eagle Flight Multiplayer, with tickets ranging from $7    to $10, and a $25 VR Sampler, which gives players around 30    minutes to try out an assortment of Steam titles. The featured    titles each run about 1015 minutes in length, and after    purchasing tickets, guests walk to a staging area where video    screens give the uninitiated a brief overview of what to expect    when trying VR hardware.  <\/p>\n<p>    The pods themselves are 12-foot-by-12-foot cubicles, designed    with the same austere, futuristic aesthetic as the lobby.    Theres an emphasis on keeping the look clean throughout the    facility  the computers are hidden above the pods on a    catwalk, with headset cables wrangled overhead via a pulley    system. IMAX equips the pods with Subpac rumble backpacks as    part of the standard equipment, which I found distracting more    often than not, but its definitely a way the company is trying    to differentiate itself from home VR. A single monitor shows    the point of view of the player in case friends want to watch,    and the spaces are simple enough that they can be easily    reconfigured for room-scale movement, sitting players, or    experiences that use other props or setups.  <\/p>\n<p>    As for the experience playing the games themselves thats just    playing the games themselves. A staff member walks each player    through the basics as they put on the gear, and when IMAXs    setup worked best, it just got out of the way and let me fall    into the experience. The cabling system was a bit problematic    from time to time  if I stretched the wrong way, Id feel the    tension of the cable on the headset  but it was largely    unobtrusive. One of the pods I tried did seem to have a    calibration problem, with the Vive warning me I was about to    hit a wall only after Id bumped into it, but that seemed to be    a one-off aberration.  <\/p>\n<p>    Twelve of the 14 pods were running HTC Vive headsets, but    tucked in the rear of the gaming floor  where an IMAX    representative said it will keep its more mature content  were    two pods for John Wick Chronicles. The title puts the    player in the role of John Wick, picking off bad guys from a    rooftop before taking down a helicopter, and I found it to be a    great bit of arcade-style fun when I tried it on the HTC Vive    earlier this year. But IMAX was offering it with Starbreeze and    Acers new high-end StarVR headset.     Intended for theme parks and installations, the headset    features a 210-degree field of view that fills your peripheral    vision when compared to the 110-degree visuals of the Vive or    Oculus Rift. (IMAX was also using a custom gun-prop controller    for the game.) But while the expanded field of view was    certainly a notable improvement, the StarVR otherwise offered a    blurry image that had my stomach churning by the end.  <\/p>\n<p>    The StarVR headset has a wider field of view  and very    blurry imagery  <\/p>\n<p>    IMAX chief business development officer Rob Lister acknowledges    that the headset has some problems at the moment, calling it    very much a work in development still, though the company    sees potential in the wider field of view and increased    resolution. These are still prototypes, and it's going to be a    while before that's productized, so that's going to take a bit    of time. That theme runs throughout many of the choices made    at the center: its an opportunity for IMAX to see what works    and what doesnt, and tweak it all based on audience feedback.    When it comes to programing content, IMAX seems to be moving    quickly. Last week, as a paying customer, I tried an escape    room experience that was perhaps one of the most disorienting    VR titles Ive ever tried. This week, it had been pulled from    the featured lineup.  <\/p>\n<p>    Assuming the headset improves, the StarVR could let IMAX    differentiate its centers from what consumers can already get    at home, but at the moment, its an odd misstep in a smooth    experience.  <\/p>\n<p>    In the long run, IMAX knows the success of its centers will    come down to the games and experiences players can have, and    its already looking ahead on that side. Last year, Google    announced it was working with the company on a     cinema-quality VR camera for its Jump platform, and IMAX    has started a $50 million fund for the production of VR    experiences. We're in conversations about slate deals with    some of the studios where we would be doing three, four, even    five pieces of content, Lister says, where each one of those    pieces would be a companion to a big movie coming out. Where    you have the $200 million [movie] marketing campaign that you    could leverage off of.  <\/p>\n<p>    Combining movies and VR could be IMAXs secret weapon  <\/p>\n<p>    That film-plus-VR strategy     isnt new, but IMAX could place itself in a particularly    unique position to capitalize. While the Los Angeles-based    flagship location is a standalone entity, the rest of IMAXs VR    centers this year are based in movie theaters themselves, and    the companys longstanding relationships with theater chains    provide an opportunity for it to rapidly expand its VR    footprint, should customers respond. Standalone locations, the    benefit is you get to try out lots of different stuff, and the    revenue is all yours. But there's a lot of operating expense    involved, Lister says. I think it's much easier for us to    roll out  this is hypothetical  a 150-location deal with one    of our big exhibition partners, than it is to find two big    retail locations.\"  <\/p>\n<p>    The company will take its first swing at combining film and VR    this March, with a companion piece for the     science fiction thriller Life. Produced by    Skydance Interactive, Life VR will be the first title    in an ongoing collaboration between the two companies.    Skydances first original gaming title, Archangel     which puts players in control of a giant mech as it battles    hostile forces  will hit IMAX centers in July. Ubisoft is    another featured partner, with Eagle Flight and    Rabbids VR-Ride already in rotation in the Los Angeles    location, and the multi-player Star Trek: Bridge Crew    coming later this year.  <\/p>\n<p>    That latter game is the exact kind of title that could really    show off the potential of IMAXs VR Experience Centre. A truly    co-op VR game has a different kind of energy that might justify    a special trip to a VR arcade. But even here at the beginning,    IMAX is clearly doing something right: crafting an    entertainment experience that any novice can walk right into    and enjoy, by removing as much of the mess and hassle of    modern-day VR as possible.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See the article here: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.theverge.com\/2017\/2\/17\/14638270\/imax-virtual-reality-experience-centre-star-wars-john-wick\" title=\"IMAX's first virtual reality arcade is here and it is beautiful - The Verge - The Verge\">IMAX's first virtual reality arcade is here and it is beautiful - The Verge - The Verge<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> With headsets like the Oculus Rift and PlayStation VR finally shipping out to customers, 2016 was supposed to be the year virtual reality finally went mainstream. But things havent exactly worked out that way, and in 2017, all eyes are now on location-based VR. Whether in movie theaters or custom arcades, VR installations are seen as an opportunity to will a functioning VR ecosystem into existence <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/imaxs-first-virtual-reality-arcade-is-here-and-it-is-beautiful-the-verge-the-verge.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[431592],"tags":[],"class_list":["post-209184","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/209184"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=209184"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/209184\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=209184"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=209184"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=209184"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}