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Vicon Standard 2020

The 2020 edition of The Standard edition includes 21 articles ranging from internal op-eds to customer stories focused on all markets from customers like Framestore, Red Bull, Double Negative, Bell Innovation, and more.

The 2020 edition of The Standard edition includes 21 articles ranging from internal op-eds to customer stories focused on all markets from customers like Framestore, Red Bull, Double Negative, Bell Innovation, and more.

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VICON STANDARD <strong>2020</strong><br />

VR<br />

FIGHTING FOR<br />

THE FUTURE<br />

How <strong>Vicon</strong> technology helps teams save the world in<br />

Navrtar & VR Arcade’s free-roaming virtual reality experiences.<br />

Origin by <strong>Vicon</strong> powers<br />

Navrtar and VR Arcade as<br />

they create the future of locationbased<br />

entertainment in the virtual<br />

reality industry.<br />

For decades virtual reality has been<br />

promising users full immersion in digital<br />

worlds, but it’s only now – thanks in no small<br />

part to the advancement of motion-tracking<br />

technology such as Origin by <strong>Vicon</strong> – that<br />

the potential is being realized.<br />

Navrtar is the UK’s first free-roaming virtual<br />

reality and bar, designed to offer users<br />

a social, location-based experience that<br />

plunges them into new worlds rife with<br />

zombies, aliens and criminals. Worlds that<br />

users are able to explore and interact with<br />

freely thanks to Origin by <strong>Vicon</strong>.<br />

Co-founders Nik Parmar and Saaj Kanani<br />

saw the potential for VR to finally go<br />

mainstream when affordable hardware such<br />

as PlayStation VR, Oculus Rift and HTC Vive<br />

began to hit the market, but those headsets<br />

were all initially limited to the confines of<br />

the users’ homes. They explored London<br />

to find an operator offering a deeper VR<br />

experience but found the capital lacking.<br />

In the UK VR was still, says Saaj, a<br />

technology “which had incredible amounts<br />

of potential, but with limitations of space,<br />

wires and the inability to interact with<br />

other players.”<br />

“Really the aspect of it is we wanted the<br />

social experience. We find that people will<br />

want to do stuff together,” says Nik.<br />

32<br />

33

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