#Sandbox VR Atlanta
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toofartgalaxy · 2 years ago
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Sandbox VR Atlanta - How it Works?
Are you looking for an immersive virtual reality experience like no other? Look no further than Sandbox VR Atlanta! This revolutionary virtual reality experience allows you to explore various interactive and engaging virtual worlds. Using cutting-edge technology, Sandbox VR Atlanta takes you on an adventure you will remember. Let’s take a look at how this amazing experience works. What is Sandbox…
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tastydregs · 3 years ago
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For some workers, there’s a whole life unfolding in the metaverse
About 10 minutes into my interview with Shep Ogden, the 26-year-old co-founder and CEO of a digital media startup that counts Mark Cuban among its investors, I began to panic.
Ogden was showing me around his company’s sleek virtual employee clubhouse, but it was hard to focus. I was sure I was going to vomit.
“Shep, I’m sorry,” I finally said, “I’m not sure I can do this.”
I was nauseated, but Ogden was gracious enough not to laugh. He said my problem was not uncommon for newcomers to VRChat, the virtual platform where Offbeat Media Group built its bespoke private campus.
The real Offbeat Media—maker of virtual influencers and streaming shows—is based in Atlanta, where it has a small physical workspace. Ogden was speaking to me from his office there, I was at home in New York, and we were both wearing VR goggles.
Ogden snapped a selfie during our tour.
With Ogden’s guidance, I adjusted the way my avatar walked so it no longer made me dizzy. Now my avatar glided, allowing me glimpses of its form. I was a raccoon, I discovered, shortly before sliding—by accident, I might add—into the company’s pool. As I sank, virtual water slowly filled my field of vision.
The beginnings of the metaverse as a workspace
Ogden is one of a growing number of CEOs experimenting with the metaverse as a workplace—increasingly so, as remote work has taken off with covid.
The more distributed workforces become, the more companies will need these spaces to collaborate, says Erin McDannald, CEO of Environments, a smart building design company in Baltimore that has created a digital twin of its headquarters.
She believes that people work best together in person, but when meeting in person isn’t possible, she says the metaverse is the next best option.
“One day, we’ll have to measure what we lost in 2020,” she says.
The metaverse isn’t just for small or obscure companies. Well-known organizations like Walmart, Nike, and Gucci, have gotten into the metaverse, too. And many more have plans to build storefronts in virtual lands, too.
What the metaverse can do for the average in-person workplace remains an open question, but early research and experimentation suggest the uses of the workplace metaverse will fall roughly into three functional categories: an alternate office space, or place for immersive training, or, an employee hangout.
 What is the metaverse?
To the uninitiated, “the metaverse” may sound like a single place, but it isn’t.
For now, when people refer to the metaverse, they’re actually talking about a number of virtual reality spaces that you would typically experience through a VR headset (though a laptop also works–kind of). Meta, PlayStation and HTC Vive all sell headsets, and reporting by Bloomberg suggests Apple will launch a VR headset next year.
Enthusiasts hope the metaverse will one day exist as a kind of decentralized internet, where we can live, shop, work, and socialize in digital public or private spaces. But currently, there’s only an assortment of unconnected virtual worlds that are mostly open to the general public, though some places or events may require a password or special invitation to enter. Key players these days include the likes of Decentraland, The Sandbox, Meta, and gaming platforms like Unity and Robolox.
Still, a nascent economy is blossoming in these worlds, with people spending real money (usually converted to cryptocurrencies) to buy sprawling properties or virtual designer clothes, all made of code.
Skeptics say the metaverse will never be more than a fringe interest for anyone but gamers, who already spend hundreds of millions of dollars annually on VR content.
But Suneet Dua, the products and technology chief growth officer at PwC, is a believer: In three to five years, he says, we’ll be spending most of our day working and transacting in virtual reality. (Today’s bulky headsets, which can make your face hot, will be replaced by lighter ones, he promises.)
If that sounds far-fetched, just think about how much has changed over the past two years, he says. “Did you think you’d spend entire work days on Zoom calls?”
For companies, the metaverse has gone from being “not really a topic of interest” several months ago to “it’s Monday morning and the CEO wants your idea of what we should be doing with the metaverse,” says Jeff Wong, an eBay veteran who is now the global head of innovation for EY. “I’ve been around through the AI hype and the blockchain hype,” he says. ”This is moving faster than both of those.”
Major questions about how to make the metaverse safe from hate-speech and harassment, and how to protect people’s data still need to be answered, to be sure. But the lingering questions don’t seem to be holding companies back from getting in on the fun.
The metaverse as alternate office
McDannald, of Environments, fell into metaverse planning almost by accident.
It was 2020, one month into the lockdowns that shuttered countless offices in the US, when she asked her staff to start operating as if the covid-19 pandemic would never end. “If we think it’s going to be here forever, how do we act? What do we do?” she recalls saying.
That’s when a data architect at the company—which makes products like speech-enabled lighting and environmental sensors—uploaded 3D replicas of her company’s headquarters into Unity, a gaming platform. They discovered how easily they could build a virtual space and add their colleagues, as avatars, to walk the halls.
Now, a core group of Environments employees work in the “office” while they work from home. Most don’t wear VR headsets (although that’s an option), but instead use a mouse to move their avatars around on a screen, going into virtual rooms for meetings. It’s a huge improvement over Zoom, says McDannald, because the interactions feel closer to the way we behave in person. When she wants to speak to someone, instead of pinging them online, she’ll often walk her avatar across the virtual office, which gives her time to gather her thoughts.
Spatial audio—where you hear someone’s voice coming from the direction of their avatar and their voice fades when they walk away from you—is a key reason people often say that metaverse conversations feel natural. It allows for semi-private conversations with people as you stand around a coffee machine or trail other avatars on the way to a meeting.
McDannald, who is 45, says she was inspired to pursue a VR office for Environments after watching her young daughter virtually reunite with her best friend during lockdown. The girls had built digital homes across the street from one another in Roblox and they met on their virtual road, “jumping up and down just like kids do when they find each other in school,” she says. It struck her that their social interaction wasn’t diminished because it was in VR. To them, the meeting felt tangible.
VR meeting apps allow people to write on whiteboards, or in the air, and to watch video feeds, which might include a Zoom call. Meta’s Workroom app also has a Passthrough window, which allows users to see into their physical space without removing their headset, so you can work on your actual keyboard. Still, where virtual workspaces fall short is that there’s not a whole lot to do beyond watching a presentation, running a Post-it note brainstorming meeting, or just talking.
But McDannald also sees more practical applications coming. Already, she makes herself accessible to staff by leaving her digital door open and keeping a green light above her head, so they can pop in and ask a question.
Anything but another email. “This is more convenient for me, and so much more collaborative,” she says. Eventually she’d like to be able to sit in her physical office and have someone working from home “walk” up to her actual door.
In her version of the future, real people would mingle with projections, or holograms, of colleagues, so her distributed team could be in the office no matter where they are.
The metaverse as a workplace training center
Another practical function for the metaverse: immersive training sessions and onboarding.
Imagine you’re learning to be an airline agent and you’re standing at a virtual counter, face to face with virtual customers, says EY’s innovation expert, Wong. Or, you could do field safety training, he says, “where you see the objects and can you identify, what is an unsafe situation or a safe situation?”
With haptic technology, trainees can “touch” digital props and walk around in a space that looks exactly like what they will encounter in the physical world. Research by EY and other studies show that a person’s recall is improved and the overall effectiveness of VR training is far superior than when using today’s standard training videos and interactive quizzes. EY is entering the market with training templates its clients can customize.
Dua, says his firm PWC is also developing content for VR training. “If you’re really going to learn, it has to be applied learning — learning by doing something,” he says, “and with the metaverse you get to do applied learning at the next level. It’s like learning on steroids, because you get to try something in a very interesting sandbox.”
Learning and training in the metaverse is inevitably going to disrupt higher education, and devalue academic degrees, he predicts. Because anyone in the world will have access to hands-on courses, anyone, anywhere, will be qualified for the best, top-paying jobs. “That is what really excites me.”
The metaverse as an employee lounge
Back in Atlanta, Ogden’s plan for his company’s piece of the metaverse is far less specific or goal-oriented. In the Offbeat space, employees just chill.
Initially at Offbeat, which works with partners like Samsung, McDonald’s, Warner Music Group, Cheesecake Factory, and DoorDash, we wanted to create a world “where we bring clients in and maybe do some work,” Ogden says, “but that’s not super realistic.” It turns out the metaverse, at least as it currently stands, is not the best place to get serious work done because you don’t have easy access to all the apps you typically need in the workday. The software is also pretty clunky, he notes.
My tour with Ogden was a perfect example. We lost time while he helped me get set up, and more time while he showed me how to climb out of the pool, not to mention how to maneuver my avatar after it bonked into a glass wall trying to enter the room originally designed to be Ogden’s corner office. But even once I had mastered basic movements, there wasn’t that much for us to do except chat and wander around.
Offbeat Media’s happy hour.
Admittedly, it was quite fun, which is what Offbeat’s team discovered, too. They go to the digital campus for conversations, and try on different avatars, or draw things in the air. (The day I interviewed him, Ogden’s avatar was a skeleton in a black hoodie that cocked its head like a german shepherd when he was listening.) So rather than an operational campus, what Ogden had instead was a custom-designed, multi-level, partially “outdoor” staff hang-out, complete with a nightclub where, sometime soon real-world DJs SMLE will perform at a company rave.
Finally, here was a space where they could hold happy hours during the pandemic.
Congregating in the metaverse is “10 times better” than gatherings on video calls, he says, because it really does feel like you’re with other people while you’re physically apart. Still, you don’t want to be there for more than a couple of hours. “People start dropping off because it does give them a little bit of nausea.”
Your reporter made a splash.
Ogden and Wong can both imagine a day when colleagues will dip in and out of virtual reality throughout the workday. (Some, like Ogden’s co-founder even enjoy working solo in the metaverse.)
The metaverse may never completely replace in-person working, they say. But the ambition of the industry, Wong explains, is that on your desk, whether at home or the office, you’ll have your main computer, your phone, your watch, and your headset. And depending on the interaction you want to have, you’ll pick the right environment.
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brianzwerner · 4 years ago
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Is VR Ready for Primetime?
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By: Brian Zwerner
Virtual reality headsets have evolved significantly over the last few years, and the market heated up with the launch of Facebook’s Oculus Quest 2 last year. The hardware has gotten lighter, faster, and no longer requires a physical connection to a computer or power source.  The software offerings have expanded from a handful of titles to a wide variety of options across gaming, fitness, business, and more.  Businesses built around physical locations and experiences have sprung up.  Is the sector ready for primetime? Can someone build a big company today or is that still years away? In today’s post, I’ll discuss.
Let’s start with a little context on the size of the market.  I think it makes sense to compare VR headsets in circulation to the video game consoles market since gaming is a common entry point to VR. There are about 1.5 Billion gaming consoles that have been sold, versus about 5-6 Million VR headsets.  The more recent versions of PlayStation and Xbox have seen sales around 100 Million units each. There are not published numbers yet for the Oculus Quest 2, the most recent offering from Facebook, but estimates put their sales around 2-3 Million units.  The Quest 2 makes up about 50% of all VR headsets sold, and the product has only been around for about six months.  Clearly the VR headset market is growing fast.
Another way to think about the size of the market is to look at sales of popular game titles. The top console games like Call of Duty and Grand Theft Auto see sales of 50 Million units and revenue of over $1 Billion per launch.  The most popular VR game today is probably Beat Saber.  In Beat Saber, you slash at music notes with a virtual light saber in tune to popular music. It’s kind of like a new age Guitar Hero. Estimates put sales of Beat Saber in the 1-2 Million units range, so at $29/copy, figure revenue around $50 Million. Overall, the VR market is small compared to console gaming, but there is fast growth that is giving the market hope.
The VR market has also already seen some interesting applications outside of gaming that can fuel future growth.  There are several fitness offerings in the VR space already.  Blackbox VR attached a VR game to a strength training system for a futuristic and fun workout.  FitXR is a boxing style working that uses a Quest 2 to put you inside a game while you train.  Workplace offerings using VR headsets are starting to be deployed.  Vantage Point uses VR headsets for diversity and sexual harassment workforce training programs. Vestigo employs VR headsets to run employee innovation workshops. The military just awarded a massive $22 Billion contract to Microsoft to build out VR training for soldiers over the next decade.
Our group has seen new offerings that have recently arrived or are coming soon in the VR space that give us hope that VR is closer to becoming a mass market product.  We have seen two immersive football game experiences built for VR that were truly amazing.  You are transported inside the game. You feel the size and speed of the players coming to tackle you as the quarterback.  You hear the roar of the crowd that you can view in the stadium by spinning around full 360 degrees.  We have also seen VR companies that are building community within the digital world. Big Box VR’s Population One battle royale game is brain bustingly good. Newer offerings will allow families to play Pictionary style games with friends anywhere in the world.  It is VR that will make the dream of the Metaverse possible, and I expect this is 2-5 years away, not 10 years or more.
The other significant development in the VR market is physical locations with experiential offerings. The two big VC backed players in this space were Sandbox VR and The Void. Both raised serious money and built out locations in big markets around the country. They offered 30-minute experiences that put you into virtual reality worlds to play games and have adventures with friends. They partnered with major movie studios to offer experiences tied to movies from Star Wars, Marvel, and Star Trek.  I tried a Jumanji experience at The Void in Atlanta in December 2019 with my kids and their cousins.  It was awesome.  Movie quality graphics, great story. It was expensive but so much fun.  However, notice I spoke in the past tense here. Both Sandbox VR and The Void were hit hard by COVID.  They closed their locations and hit bankruptcy.  Sandbox VR has been recapitalized and has started to reopen their locations. The Void has not reopened yet.  Trust me that these types of experiences are coming back, and people will love them.
So back to the question that kicked off this post.  Can someone build a big company today or is that still years away?  It is unlikely someone builds a company doing more than $100 Million in annual revenue just from VR in the next year or two, but I expect we will see an innovative company combine VR gaming with console or mobile gaming to break that barrier in that time frame.  When will we see a VR title break the $1 Billion mark? Probably not for 3-5 years as a standalone game, but I would bet sooner as an extension of a successful console or mobile franchise like Fortnite or Roblox.  
See prior Consumer Gems posts here  
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atmovieduckling · 4 years ago
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导演: 周逸夫
类型: 剧情 / 动画 / 短片
官方网站: http://www.ddhl.com/cn/index.html
制片国家/地区: 中国大陆
语言: 英语
上映日期: 2017-03-14(中国大陆)
片长: 7分钟
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microgiantsonlinefulltw · 4 years ago
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微觀巨獸 Micro Giants :
以生動的細節講述了微觀生態圈中動植物的故事。360度VR動畫還原並放大了成千上萬倍的森林中的隱秘世界。
詳細信息 :
导演: 周逸夫
类型: 剧情 / 动画 / 短片
官方网站: http://www.ddhl.com/cn/index.html
制片国家/地区: 中国大陆
语言: 英语
上映日期: 2017-03-14(中国大陆)
片长: 7分钟
IMDb链接: tt6684284
微觀巨獸 :
★ 2018  日舞影展 Sundance Film Festival ★ 2018  亞特蘭大影展 Atlanta Film Festival ★ 2018  青島砂之盒沉浸影像節 Sandbox Immersive Festival
微觀巨獸利用電腦虛擬實境技術提供前所未有及猶如置身於昆蟲世界環境。《微》劇是一個透過視覺來描述真實的昆蟲生活。縮小的你落入肉眼不能見的微觀天地,一切產生了戲劇性的變化,花草成巨木、昆蟲成巨獸、水窪成湖泊。在這個新世界中,獵食與繁衍,死亡與新生,攸關生死的劇碼連番上演。呈現逼真驚人的細節與強烈的視覺震撼。
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vrheadsets · 7 years ago
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Indie MegaShow in Atlanta Announces VR Showcase
The organisers of Megashow: Games. Music. Art have announced that the upcoming show in Atlanta, USA will feature a showcase of virtual reality (VR) experiences. Four different VR experiences will be on offer to attendees.
MEGASHOW: Games. Music. Art. Is a travelling event created by the minds behind MegaBooth. The event is designed to shine a light on innovative indie communities and the content they create. The organisers have revealed that four VR experiences will be available for visitors to the one-day event to try out.
The experiences on offer are as follows:
Chocolate by Tyler Hurd/Viacom NEXT – A psychedelic music video for the song Chocolate by Giraffage starring lots of sparkles and lots of cats.
Chroma Lab by Sean Tann – An interactive particle physics sandbox game. A joyful explosion of light and color. Like playing with thousands of multicolor bubbles.
Space Pirate Trainer by I-Illusions – Space Pirate Trainer is the “official trainer” for wannabe space pirates. Pick up your blasters, put on your sneakers, and dance your way into the Space Pirate Trainer hall of fame.
Tilt Brush by Google – Paint life-size three-dimensional brush strokes, stars, light, and even fire. Experience painting as you have never before.
“VR is still really new and for the most part only developers and early adopters of the technology have had the opportunity to check out all these super cool VR experiences! In the early planning stages of the MEGASHOW event series, I knew for certain that providing VR demos, whether it be games or experiences, was an important component that I wanted to include,” said Kelly Wallick, Head of MEGASHOW: Games. Music. Art. and Indie MEGABOOTH. “In addition to these curated experiences, we wanted feature local indie communities and provide a nice cross-section of talent between the participating game developers, musicians and visual artists. The MEGASHOW is bringing together some great Atlanta-based indie talent alongside hand-picked installation pieces to give attendees a unique festival experience.”
Further information and tickets can be found at the MegaShow website.
VRFocus will continue to report on upcoming VR-related events.
from VRFocus http://ift.tt/2thwufG
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