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Edge - April 2016

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Knowledge<br />

VRUK<br />

Virtually here<br />

VRUK, the UK’s largest virtual reality conference,<br />

reveals the unprecedented reach of the technology<br />

ideogames are often at the forefront<br />

V of technological shifts, as has been<br />

the case with 3D visuals, innovations in<br />

interfaces or simply the drive for raw,<br />

consumer-accessible processing power.<br />

But the most striking thing about the<br />

lineup for the UK’s largest virtual reality<br />

conference to date, VRUK, taking place<br />

at London’s Ravensbourne college, is<br />

its wide-reaching diversity. Here<br />

cinematographers, educators, advertisers,<br />

visual artists, and representatives from<br />

charities and ministerial departments all<br />

rub shoulders. There are even a few<br />

game-makers in among them.<br />

It’s indicative of an unprecedented<br />

rush of support for a technology that’s yet<br />

to prove itself, but which harbours a<br />

greater potential for cultural change<br />

than any in recent memory. It’s a<br />

benevolent gold rush in which prospectors<br />

are happy to share ideas and strategies<br />

in service of the greater good, and<br />

one that has driven an accelerated<br />

hardware development cycle to rival<br />

smart devices’ annual churn.<br />

As if to justify this latent potential,<br />

the first day of the conference kicks off<br />

with some big numbers. Dean Johnson,<br />

head of innovation at creative agency<br />

Brandwidth, follows a welcoming<br />

introduction from Ravensbourne director<br />

Linda Drew with a primer on VR’s current<br />

position, citing an investment of £500<br />

million in VR and AR projects during<br />

2015, topped up with a further £550<br />

million funding round for Magic Leap at<br />

the start of <strong>2016</strong>. By 2020, the mavens<br />

say, VR and AR will be worth over £100<br />

billion – and this is in the context of the<br />

UK creative industry’s £84.1 billion<br />

annual worth across all sectors.<br />

The broad gathering of<br />

representatives from various industries<br />

ConSole<br />

YoURSelF<br />

While Rift and Vive<br />

represent the cutting<br />

edge of VR, Chris<br />

Etches of Fourthwall<br />

believes that the<br />

tech’s flashpoint will<br />

come from more<br />

modest hardware.<br />

“I think the Rift 2,<br />

whenever that comes<br />

out – by which time<br />

we’ll all have more<br />

powerful PCs – will<br />

be a valid gaming<br />

platform in the same<br />

way that a successful<br />

console would be,” he<br />

says. “But VR won’t<br />

have its Nintendo Wii<br />

moment until… well,<br />

perhaps until Nintendo<br />

do VR. They could be<br />

the ones. Or perhaps<br />

whatever HoloLens<br />

[above] finally<br />

becomes. Everyone<br />

went and bought a<br />

Wii for their gran<br />

because they were<br />

told it was amazing.<br />

That equivalent VR<br />

platform probably<br />

doesn’t exist yet, and<br />

I’m convinced it has<br />

to be standalone.<br />

Technology-wise, we’re<br />

still way off being<br />

able to deliver that.”<br />

is an encouraging show of force that<br />

goes some way to mitigating fears of<br />

a repeat of 3DTV’s Betamax-like<br />

trajectory. According to SCEE Immersive<br />

Technology Group senior designer<br />

Jed Ashforth – who is tasked with<br />

guiding the evolution of PlayStation<br />

VR – there’s a straightforward reason<br />

for this widespread confidence.<br />

“VR is the destination that all these<br />

technologies have been heading to; it’s<br />

not an intermediary step on the way,”<br />

he explains after delivering a talk on<br />

PlayStation VR game design. “3D,<br />

motion control, binaural audio – all<br />

of these things are necessary for VR.<br />

All of them are technologies<br />

that were the ‘hot thing’ for<br />

a while, but eventually<br />

cooled off. But they’re all<br />

essential building blocks<br />

for VR, and without<br />

videogames having<br />

explored those technologies<br />

in the past, and facing up<br />

to their challenges, we<br />

wouldn’t be in such an<br />

advanced position to make VR today.<br />

“I’ve been around VR and this industry<br />

a long time, and this alignment of so<br />

many different industries, and so many<br />

parties within each industry, all pointing<br />

in the same direction and helping each<br />

other, sharing knowledge and expertise<br />

and insight – it’s unprecedented.”<br />

But with so many industries and<br />

creatives now getting involved in a<br />

technology for which the playbook and<br />

vernacular are yet to be established,<br />

there’s greater risk of poor VR experiences<br />

– a problem more pronounced than in<br />

any other industry given the potential for<br />

missteps to cause nausea, headaches or<br />

injured shins. Henry Stuart, co-founder<br />

and CEO of VR specialist production<br />

“So many parties<br />

in each industry<br />

sharing knowledge<br />

and expertise<br />

and insight – it’s<br />

unprecedented”<br />

company Visualise, addresses the<br />

problem in his talk ‘Respecting Your<br />

Viewer and Other Rules of Great VR’.<br />

In among familiar pointers such as<br />

maintaining a stable viewpoint, and<br />

trying not to break the user’s sense of<br />

presence, he underscores the need to<br />

more aggressively push back against<br />

clients – be they advertisers or game<br />

publishers – with unrealistic expectations<br />

that might result in an uncomfortable VR<br />

experience, and by extension delay the<br />

target consumer’s adoption of VR.<br />

The game industry has done much<br />

of the groundwork in this respect, but<br />

as more sectors look to employ and<br />

shape VR, how big a<br />

part will games play in<br />

defining a broadening<br />

ruleset? “The biggest,”<br />

Stuart asserts. “I really<br />

believe that. I don’t think<br />

people are going to be<br />

buying the headsets to<br />

watch films or music<br />

events yet, because<br />

there’s not an established<br />

amount of content at this point. It’s not<br />

nearly as well-established as the gaming<br />

industry is. Sony has already got millions<br />

of PlayStations out there, so in terms of<br />

the next step for getting into VR, buying<br />

a headset isn’t a big leap. So I think<br />

Sony is going to have a huge part to<br />

play later in the year when it releases<br />

PlayStation VR. And [VR software]<br />

doesn’t necessarily have to be a game,<br />

documentary or film – it can be an<br />

experience. Something totally different,<br />

where you’re immersed somewhere and<br />

can interact with things – that’s something<br />

that doesn’t even have a name yet.”<br />

The many short-form tech demos that<br />

fit into this definition – standing on the<br />

bow of a sunken ship while watching<br />

8

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