cancel
Showing results for 
Search instead for 
Did you mean: 

Sneak Peek at new VR Attraction

kevinw729
Honored Visionary
https://youtu.be/kDk4nHmWsEY
https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959
28 REPLIES 28

RedRizla
Honored Visionary

snowdog said:

I'm seriously thinking about getting a Yaw VR motion simulator when they release in August. No butt kickers involved with that though, just motion.



Yes, I'll be looking at getting one of those for sure. Hand on heart though, if you play Elite Dangerous and setup some Bass shakers on a chair you wouldn't believe the difference it makes. Not that expensive to setup either just watch a Youtube video on how to set it up. Probably need to live in a detached house though due to the neighbours..

Anonymous
Not applicable
Yup. My neighbours wouldn't be too impressed. That's one reason why I'm so attracted to the Yaw VR motion simulator. It's pretty silent, is collapsible and fully portable too. The last I saw the non-Kickstarter price was $1100 or so but they're trying to get funding to manufacture them in China. The current price is with all of the parts made in Hungary if I'm remembering correctly.

I guess they don't have the order volume to make China a possibility yet.

I'm surprised that one of the bigger motion sim companies hasn't bought them out yet, or maybe even Oculus, HTC or Palmer Luckey..?

kevinw729
Honored Visionary

RedRizla said:

@kevinw729 -  I get where your coming from, but I'm not sure I would pay just to be strapped to a machine like that. A RollerCoaster without a headset is great fun, but when you look at this machine in particular what is it really doing apart from a few movements up and down with a VR headset on. Would depend on what they charged to go on such a machine I think..


 
I also understand your perspective @RedRizla - can not agree enough that the concept of slapping a mobileVR (GearVR) onto a roller coaster was a lame and limited prospect - a stop gap if not an attempt to jump on the "cardboard" VR bandwagon. Never been a fan. And we have now seen the futility of the mobile (GearVR) approach, especially now that Samsung are stopping their support. That said, we have seen some major success with the dedicated VR attractions - and if you want to see the next phase after GearVR-Rollercoasters, look at the award winning Kraken Coaster at Seaworld.

VR Out-of-home offers a mixed bag of extreme physical experiences immersed in a synthetic (virtual world), or the creation of a immersive free roaming environment with virtual worlds (Arena Scale). The Free Roaming VR experiences are the real money makers currently (though there are profits under the table in VR arcade). We have to also be mindful that a number of developers still make money off of what was older phase of development that saw 9D experiences. The marriage of a interactive immersive environment like with the above concept is much more than a "mobileVR' system bolted onto a coaster.

I know that scares a lot of the naysayers - especially as they feel excluded, when they hoped to be personally entitled to the VR revolution - but just shooting down the concept with your fingers in your ears and spreading rhetoric, is the reason we have see such a churn in executives recently - as the reality of this business hits home.  The reason I share these occasional videos is that they are examples of the new Oculus BE initiative that some tried to deride.
https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959

Zenbane
MVP
MVP
It seems silly to suggest that anyone is "scared" of something like this. I mean just look at the video, what's to fear here? lol

If the goal of these videos is only to try to prove people wrong then that is a really bad approach. Not only does it fail to prove anyone wrong, but it doesn't really address the main argument of in-home vs out-of-home VR. So we should probably clarify that now,

The main contention is that the entire Virtual Reality Industry (which goes far beyond mere games, arcades, and entertainment-based attractions) will flourish between in-home consumer VR and corporate use outside the realm of mere Entertainment. Naturally, some folks in the Entertainment field will benefit from VR, as this video illustrates. But there is nothing in these videos that disproves the main assertion. These videos just reinforce the fact that some people like having fun with a VR headset on. Great. That was never the issue.

I've watched MobileVR come to Theatres and Theme Parks across Texas for a time. Then they leave. It's a short-term gimmick that's fun for awhile, but the experiences are monotonous and in the end the fact is that it is much better to experience "physical things" like parachuting and roller-coasters without something covering your face.

These types of physical attractions are on the lower-end of the VR Spectrum, but yes they still exist. Proving that they exist doesn't prove that they are on the higher end.

Just look at SkyrimVR, it sold over 1,000,000 copies already between PCVR and PlayStation. And that' just 1 game.

kevinw729
Honored Visionary
The more fitting place is a location-based spaces, like a VR arcade. That’s why location-based VR experiences are currently trending in popularity worldwide while household consumer adoption is not. According to Greenlight Insights, global location-based VR entertainment will in fact double to $1.2 billion this year and grow to over $8 billion by 2022.

https://venturebeat.com/2018/07/05/vr-arcades-are-playing-a-leading-role-in-the-consumer-market/

https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959

Luciferous
Consultant
Not sure if I would pay for it but people who do not have VR yet probably would. It's easy to get complacent about the VR experience we have the luxury of experiencing daily. 

I would though fancy playing one of those VR experiences set up with backpacks and the location mapped in VR. 

Zenbane
MVP
MVP
State of the VR Arcade Industry
An Open Letter from SpringboardVR Co-Founder Will Stackable

The modern VR Arcade industry (outside of Asia) is just over two years old. It is still a baby industry.

Based on the largest industry survey* to date, nearly two-thirds of VR Arcades are at break even or better right now.

The Struggle is Still Real
That
said, many VR Arcades are struggling. Struggling to find the right
combination of price point, overhead, customer experience, and content
to be truly profitable. Some VR Arcades are seeing high utilization
rates and growing profit margins and are expanding into multiple
locations, while others are still struggling to find the sweet spot.

It
has become common knowledge that in order to stay relevant (and to stay
ahead of falling in-home prices), VR Arcades are going to have to
innovate and offer more immersive and exciting experiences.

In order to be successful, VR Arcades must provide a customer experience that could never be replicated at home.

https://medium.com/@springboardVR/state-of-the-vr-arcade-industry-5715e485f668

kevinw729
Honored Visionary
This is when I realize the VR experience I am in now is vastly different than anything I have done before—even though, as a technology analyst, I’ve spent plenty of time with VR gear dating back to the first Oculus Rift prototype. During the 30 minutes I spend with Star Wars: Secrets of the Empire, the potential of virtual and augmented reality is solidified in my mind. Built by a company called The Void and part of the Walt Disney World resort in Orlando, this is the future of theme parks and location-based entertainment.

https://www.fastcompany.com/40579993/disney-should-own-theme-parks-vr-and-ar-infused-future


https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959

kevinw729
Honored Visionary
wdtkrm6tncm5.png
https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959

Zenbane
MVP
MVP
Phrases like "set for high levels of growth" and "estimated" are all misleading attempts to pass off pure guess-work prediction as fact. It is fun to speculate though (I do it often). Although screenshots of statistics without real sources is an interesting approach lol

Here's more speculation, showing growth in consumer headsets over the last 2 years:


Augmented reality (AR) and virtual reality (VR) technologies are positioned for record growth in 2018, according to new research from the Consumer Technology Association (CTA). And the latest exhibitor update on CES® 2018 – the global stage for innovation, owned and produced by CTA – shows a record-setting footprint for both AR and VR at the upcoming show, Jan. 9-12 in Las Vegas.

https://www.businesswire.com/news/home/20180104005814/en/ARVR-Open-Eyes-2018-Record-Setting-U.S.-Sal...


CTA is an actual reputable source:

CTA works with real names, not obscure businesses:
Among the
current members of CTA’s AR/VR Working Group: Amazon, AMD, Dolby
Laboratories, the Fox Innovation Lab at Twentieth Century Fox, GoPro,
HTC Vive, Intel, Magic Leap, Meta, Microsoft, NVIDIA, Oculus, Reverge
VR, Samsung, Sony, STRIVR, Technicolor and Translink Capital.


I'm sure VR Arcades will have a place somewhere behind the success of ConsumerVR. Afterall, Internet Cafe's still exist despite Home Internet being commonplace.