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Rockjaw

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  1. Basically, you set up one Vive, making sure everything is tracking correctly, then repeat the process with the second Vive. Remember the lighthouses are essentially 'dumb'. They fire out light that the headsets pick up. So, when you complete room setup, it's the headset pairing to the lighthouse, not the other way around. That means more than one headset can pair with the same lighthouse. As I said before, you're potentially going to have problems with two people in one space. Because the lighthouses are sweeping your play area with light, it's possible that when one person is standing in front of a lighthouse, it will block the light to someone else's headset. You would see tracking issues (eg, your controllers or headset may seem to be in the wrong places in VR) and possibly 'grey-outs' when tracking is lost. So, here's what you'll do step-by-step: 1) Prepare your play space with the two lighthouses 2) Connect the headset to your first PC; run room-scale setup in SteamVR 3) Quit SteamVR on the first PC to power down the headset and controllers 4) Connect the headset to your second PC; run room-scale setup in SteamVR 5) When you restart SteamVR on the first PC, it should detect the lighthouses and pair correctly. Hope it works for you!
  2. Hi , The big question is - are you planning to use both at the same time, or separately? In our office, to save space, we have two PCs (each with a Vive) setup to use the same two basestations/lighthouses. In fact we're about to add a third. This works perfectly fine; every headset picks up the two lighthouses, its own controllers and so on. (It can be tricky to set up/pair the controllers - sometimes you'll find they pair with the wrong PC, but as they're all the same controller, that doesn't matter, just swap them.) If you want to use the two Vives at the same time in the same space, that's possible too... the biggest problem is two people in the same space moving around in VR. Frankly, you're probably going to have accidents! Because there is a limit to how effective the lighthouses can be over distance, it's generally recommended to have two play spaces rather than trying to share one at the same time. As I said though, if you're just trying to have two people use the same playspace at the same time, that's very workable. Let us know how you get on!
  3. As we celebrate one year of the HTC VIVE, VR developers sent us their perspectives on where VR started and where it's going. Thanks to Google, Owlchemy Labs, Survios, Big Box VR, Against Gravity, Cloudgate Studio, Cloudhead Games, Radial Games and IBM for sharing their views!
  4. To mark Vive’s one-year anniversary, HTC has today launched the first-ever VR subscription service. With over 50 titles to choose from, subscribers will be able to experience five different Viveport apps a month from a constantly expanding collection. Launch day titles include favorites such as TheBlu, Everest VR, Mars Odyssey, Apollo 11 VR, Fantastic Contraption and many more. Also in celebration of ‘Vive Day’, HTC is rewarding fans by giving away action sports title Arcade Saga. This is a 24-hour limited offer, so anyone interested in getting their free copy should visit Viveport.com between 12:01am PDT on April 5th and 12:01am PDT on April 6th. (You can also add Arcade Saga to your Viveport Subscription.) Speaking of subscriptions, Vive Day is also the first day you can sign up for a free one-month trial of Viveport Subscription. Starting your subscription is easy; it’s as simple as choosing five apps, downloading and installing them, and ta-da! You could be exploring the surface of your favorite red planet in Mars Odyssey. Viveport Subscription is a great and affordable way to explore and discover new VR experiences, providing you with unlimited access to five apps of your choosing, and you can make new choices every month to experience new apps. Viveport is only $6.99 per month (or currency equivalent) should you decide to continue after the trial period, making it so much cheaper than a trip to a museum or a vacation in Hawaii… plus it can make saving for those fun getaways much easier. Naturally, if you register for Viveport Subscription and decide it’s not for you, you're able to cancel your subscription at any time. Ready to go? Register now at www.viveport.com. From another perspective, if you’re a developer looking to boost your visibility in the VR market, making sure your Viveport app is part of Viveport Subscription is a great way to get your app in front of more people. It’s a simple one-click process to opt-in to Viveport Subscription, so visit developer.viveport.com for more information and to submit your app. Viveport Subscription will add a whole new meaning to the phrase, “The world is your oyster.” I’ve been to three different parts of the world today in VR. Now tell me, where else can you find that kind of freedom? Felicia Miranda is a contributing editor for Vive.com. Got more questions about Viveport Subscription? Read our FAQ in the Community Forums
  5. In celebration of the Vive's one-year anniversary we're giving away Arcade Saga to everyone for one day only, as well as adding it to our Viveport Subscription lineup. What better time to tell you all about the new multiplayer modes for all three games? Now you and a friend can face each other in the neon-infused, retro-inspired world of Arcade Saga. Back in January, early multiplayer modes for Smash, Arcade Saga's corridor-based game, were rolled out. In that early version, players could compete for high scores across the world. In February the brick-bashing Fracture got an update, with players facing off in an effort to destroy their own walls first. With a setting inspired by arcade classics like Breakout and Arkanoid, multiplayer Fracture takes destruction to a new level. In addition, this update introduced the new Helper and Hinder powerups. In Fracture, a Helper powerup will instantly turn your ball into a fireball, clearing bricks much faster. The Hinder powerup will add 'devil bricks' to your opponent's wall (seen below). In Smash, the Helper powerup splits a single ball into two, making your opponent work much harder to defend their own goal. A Hinder powerup disables your oppponent's Slow Shot ability, so they have to face down your oncoming projectiles without that boost! Finally this month the third game in Arcade Saga's trio, Bowshot, has joined the multiplayer family. Bowshot multiplayer lets players face off in a single arena with the goal of shooting more enemies than their opponent. Enemies spawn in waves and you'll need to be fast and accurate to win in this timed based head to head mode. Sound too easy? Well, as with Smash and Fracture, Helper and Hinder powerups have been added, where a player can either help themselves by having every shot they shoot be a charged shot for extra damage, or they can Hinder their opponent by putting a forcefield around them that blocks arrows from hitting their target. It's a whole new Arcade Saga with these multiplayer modes - which makes this a great time to check it out if you haven't already. Arcade Saga will be available on Viveport for FREE for one day only - tomorrow, April 5th, 2017. It will also be available as part of Viveport Subscription.
  6. Virtual reality became a lot less virtual at GDC 2017, and we were right in the mix with key sessions, announcements and upcoming programs that open up new opportunities for VR developers. Inside the walls of the Moscone Center in San Francisco last week, developers from around the world gathered to see the latest developments in software and hardware, mix and mingle with fellow devs and attend talks and panels given by luminaries from across the industry. That included a lot of news and buzz around VR. For our part, we presented a keynote called “Holodeck Year 2,” where we broke down what we believe is going to grow the VR ecosystem in 2017. We also had panels with VR developers looking at recipes for success and the opportunity to expand the market through arcade and out-of-home VR experiences. The most important takeaway from what we communicated at GDC is that content and the creators behind it are going to drive VR forward this year. That means all of you in our development community. We want to make sure you’re all aware of what Vive is doing to set up VR and VR developers for success. For that, we put together a recap of some of our key announcements and information shared with developers at GDC. Viveport Subscription Viveport has officially opened its doors to developers to sign onto the subscription service unveiled at CES earlier this year. This is a brand new opportunity for developers to reach a larger audience and better monetize their VR content. When the service launches later this spring, every Vive owner will have access to a free trial of Viveport subscription. Rahul Sandil, VP of Marketing for Viveport, breaks down how the service works and how developers can benefit from opting into it in this video. If you are a developer, you can sign participate in the subscription service by logging in to the developer console: https://developer.viveport.com/console/. Viveport Arcade Location-based entertainment is going to play an important role in the continuing adoption of VR, representing a major touchpoint for more people to experience high-end VR. Vive is helping drive forward this part of the VR marketplace with our upcoming launch of Viveport Arcade, a turnkey platform to securely deliver content to thousands of arcade and amusement center operators around the world. The platform is currently in trial and is planned to open worldwide April 2017. In the video below Jenna Seiden, Head of Content Acquisitions & Partnerships at Viveport, looks at how Viveport Arcade represents a significant opportunity for VR devs to reach a global audience, and could grow to $100 million market by the end of the year. For more information, please visit https://developer.viveport.com/arcade/ Vive Studios Developer Support There are three major areas Vive Studios is helping developers turn their creative VR concepts into reality: 1) Technical expertise for platform optimizations and best practices in VR 2) Publishing services to help distribute content to more markets and help get the message out about great content 3) Investment and funding of content to grow development talent and the VR ecosystem. In the video below Joel Breton, Head of Vive Studios, looks at how content is king in driving VR adoption, and how Vive is taking a platform agnostic approach to supporting the creation of high-quality VR content that can move the needle. For more information on Vive Studios, please visit https://www.vive.com/us/vive-studios/
  7. Inception are at the forefront of creating 360 video and VR content, and recently arrived on Vive (and Viveport). With their new series launched, we talked to Benny Arbel, CEO of Inception. Can you explain what Inception does as a company, and as a VR app? Benny Arbel, CEO, Inception: Inception is a VR and 360 content destination. We launched in October 2016 and we’re now live on seven platforms, most recently and excitingly on Vive. We’re working to solve the problem of how technology and content live together and enhance each other in the VR space. We partner with top publishers, musicians, artists and creative talent to create ongoing, repeatable, interactive content which incorporates CGI and gaming concepts together into VR entertainment. What was the genesis of your new Eye Contact series? There are few things less powerful to experience in this world than a spoken word performance. We set out to capture the intimacy and passion of these artists’ performances in locations around LA that best represent their words. Eye Contact aims to take those surroundings and juxtapose them with the raw poetry, rhymes, and other lyrical performances to give viewer both an intimate experience and the context to fully appreciate the words that are being spoken. For anyone who enjoys poetry slams, this is the next level. Who are the first performers we'll see? We were really lucky to work with some extremely accomplished spoken word performers for our first round of collaborations: Alyesha Wise is a published poet, teaching artist, creator and TEDx speaker. She wrote her first poem at the age of 11 and has not stopped creating since. She performed her poem Falling In With LA for us. Dahlak Brathwaite is a writer and educator. He believes in the ability of words to engage, enlighten and inspire. He shares his passion for language and helps others find their voice. Dahlak performed his poem Today for us. Shihan Van Clief is a writer and presenter. He has been working with clients for over 20 years to rebrand their stories with innovative ideas and creative solutions. Shihan performs his poem The New World for us. How was Eye Contact filmed? What sort of hardware setup is used? We worked with the performers to choose spaces and views that were meaningful for them and their piece so that we could translate the visual language through to physical space. For the main performance capture, we used a Nokia Ozo to shoot the performances to introduce the appropriate depth. For the time-lapse portions, we used a Samsung Gear 360 with a number of modifications which allowed us to achieve 8K. This gave the experience a level of movement that helped to create our visual language. Were there any particular challenges you faced while creating Eye Contact? We always focus on what VR or 360 adds to whatever we’re filming. If it doesn’t add anything, then we ask ourselves whether we should film it at all. When filming performance pieces like these, we wanted to make sure that we made the most of the space while simultaneously giving viewers the intimate experience we were aiming to create. That’s where the time lapse footage came in – it gave us a chance to create stunning 360 visuals, represent the topic of the poem, and still give the viewer the chance to look the performers in the eye. Not to mention that we were filming in LA during their worst rain storm in years, so we had to be pretty flexible to say the least… Any hints on who might be seen later in the Eye Contact series? We pride ourselves on bringing different perspectives and angles to VR. For us, Eye Contact isn’t about the big names, but about bringing in a range of different talents with different messages to share. We have a lot more of that in the pipeline! What's next for Inception VR? Any big projects you can tell us about? We’re working with various different publications, brands and talents. You’ve already seen our partnerships with Time Out Tel Aviv and London, we have many more exciting partnerships coming in the next few months! Thank you for talking with us, Benny! Inception, featuring Eye Contact, is now available on Viveport.
  8. We Are Stars - now available on Viveport - is an immersive, 360-degree science documentary that takes you to the very beginning of time and back again. We spoke with NSC Creative, the award-winning UK developers of We Are Stars, to find out more about this time-traveling cosmic trip! First of all, please introduce yourself. I'm Paul Mowbray, the Director of NSC Creative and the Producer on the We Are Stars project. I conceived the idea of doing it as a cross-platform immersive film, oversaw the production and have been driving the release strategy for the VR version. We are excited to be on Viveport, it has a laser focus on VR only, so we are excited to see what the userbase think of our experience. We Are Stars lets you “explore the secrets of our cosmic chemistry”. For anyone who missed science class, can you sum up what that means in scientific terms? We ask some pretty big questions, like what are we made of and where did it all come from? We join the Time Master narrated by Hollywood superstar Andy Serkis, a Victorian gent with his very own time tent who whisks us off on a 13.8 billion year adventure. We follow our Victorian time travelers as they learn about the origins of atoms. We witness the formation of the first hydrogen atoms after the Big Bang and then watch how those hydrogen atoms gather into galaxies and stars. We learn how the stars forged all the atoms needed to make life. We see the creation of planet Earth and follow the atoms and molecules through evolution back to where the time travelers started their journey, all in time for some jellied eels and roasted chestnuts! Was We Are Stars originally conceived as a ‘fulldome’ experience? If so, were any changes made for the VR version? The project was originally conceived as a cross-platform project. We have been creating dome films for over 16 years so have lots of experience of storytelling in 360° and frameless environments. Due to the multiple delivery formats required the easiest ways for us to achieve this was to do it as a pre-rendered experience, plus there are some shots in there that just couldn’t be done in engine at the moment. The original plan was to generate a 16k x 8k equirectangular image per eye for 3D at 60fps so we could re-purpose for dome and giant screen from one golden, pixel busting master! Back at the beginning of 2015 we quickly realised that this pipeline wasn't going to get us where we wanted quick enough and so decided on a three stage render process. We did the the 4k x 4k 2D 30fps dome version first which we released to critical acclaim into the international planetarium market and then followed up with rendering out the 360 video VR version which was created at 4x x 2k per eye for 3D at 60fps. This was an optimal resolution for render time, distribution, playback and HMD resolution limitations. The final stage was the 8k x 8k 3D 60fps dome version for the ultra high-end planetarium market. We have the show playing in the highest resolution 3D domes in the world. We kept the multiple versions pretty similar with minimal changes between dome and VR. With future projects we hope to explore the enhanced field of view that VR affords giving us a full sphere to play with rather than just a hemisphere, but ironically the FOV of the current gen of HMDs is what really jumps out as you as a difference when constantly testing in the dome also - which fills our natural horizontal FOV. We also had to consider how we wanted the viewer to be physically positioned when watching the experience. We Are Stars is a seated, uni-directional experience which encourages people to maintain a reasonably static viewing position with just a bit of head-tracking for those explorative shots. We don’t want people breaking their necks to look behind them constantly. ‘Spinny chairs’ is another seating type that can work really well for 360 video experiences, but if you want to control the viewer's attention for the majority of the experience then assuming a predominantly forward facing position helps. The stereoscopic 3D effect is one of the main elements to create the sense of immersion, which not many other 360 videos have due to the challenges with 3D live capture. As we are a computer generated experience we can really explore the possibilities of 3D film making in a spherical environment and how this can be used as another tool in support of the narrative. How did your team’s experience in developing ‘fulldome’ experiences help with developing for VR? We’ve been using VR as a production tool for many years for the complex immersive projection environments that we work in across theme parks and museums. So actually developing for VR as the end medium was a natural and logical step for us. We coined the phrase ‘Domography’ in the dome world to help describe the new type of film language that is necessary to compose and edit in that environment. A lot of this translates into VR much more readily than traditional flat-screen cinematography techniques do. There are subtle and not so subtle differences between dome and VR sometimes a shot will prioritise VR over dome or the other way around as we don’t always have time to create a bespoke version for every format. If we did we’d still be working on it now! Give us an idea of what to expect from We Are Stars - what’s the time scale explored? What will we see in VR? We cover pretty much all the time! We go back 13.8 billion years to the beginning of time and the creation of everything. You will witness the big bang, early galaxy formation, exploding stars, nuclear fusion, the formation of our solar system, black smokers, the first life deep in the Earth’s ocean and the extinction of the dinosaurs. It’s perfect for VR! Who wouldn’t want to have our amazing cosmos whizzing past their eyes in stereoscopic 3D at high-frame-rate in 360 degrees! We Are Stars is a 360 video experience - have you any plans for more interactive VR experiences? We think there are all kind of new genres that are going to be born as VR evolves. We are really interested in the line between passive experiences and gaming; once the user can interact with the environment are they always going to want too? Guided, semi-on-rail experiences which are responsive to the users gaze or position are interesting, do you allow the user to know they are influencing the experience or keep it from them? We are obsessed with room-scale VR and have two projects in development which you will be hearing more about soon. The ObserVRatarium is the virtual museum of everything where we offer multiple play modes. It’s aimed at home users, but also at museums and attractions to make it part of their exhibitions. The first play mode is ‘manipulate and observe’, where we put artefacts in people's hands that are normally behind glass or in a far away place. The ‘Investigate and Interact’ mode brings the objects to life by giving rich dynamic info when you look at them. In the ‘Scale’ mode we give things a human scale by using 1:1 mapping. For instance, how big is a Saturn V rocket when you stand at the foot of it, or when you see the ISS within arms reach? Finally ‘Transport’ mode enables the experiential power of VR to create presence and transport people to thematic environments so they can see things in a real-world context, often as a slice of time. The other project is a complete departure from an educational setting and is called Vestige, directed by Aaron Bradbury. It is a fictional short film which explores multi-narrative in a room-scale environment diving into the subject of memory, love and loss, using volumetric live capture to bring real people into the world but in a highly stylised, emotionally charged, art directed way. We want to offer people a profound experience that gives them a new perspective on life, love and death. For lucky visitors to the National Space Centre in the UK, as well as seeing We Are Stars in the dome - what else can they see? We have two vertical rockets and moon rock! If that’s not enough we have the largest digital dome in the UK, the Sir Patrick Moore Planetarium. A 17-seat 3D simulator that takes you on a ice cracking romp to Jupiter's moon Europa. A giant Soyuz and Gemini spacecraft hanging from the ceiling. An immersive wrap around panoramic tunnel that plummets you through Venus’s killer atmosphere. A recreation of an International Space Station module, loads of other cosmic stuff and of course a shop where you can buy out of this world space gifts like Astronaut Ice Cream! How do you see virtual and augmented reality working in museums and dome experiences? We definitely see AR and VR working with artefacts throughout the museum. We are planning to do a bunch of cross-section views to literally add layers of context. We’ll be able to see inside our Soyuz craft and appreciate how cramped it is, look at the layers inside an Astronaut suit and add rich information that bring the static objects to life. Fulldome technology has finally got to a point where we can run game engines in them so that opens up all kinds of possibilities for interactivity and gaming in the dome on a massive scale. It really is a version of Social VR, 200 people all in the same immersive space. We are excited to see what can be done in this environment and the continued crossover and cross pollination between dome and VR. Thanks very much for your time and answers, Paul! We Are Stars is now available on Viveport. For more information on NSC Creative, you can visit their website, or find them on Twitter and Facebook.
  9. Now available on Viveport, Golden Gate from dSky allows you to explore a recreated San Francisco in miniature, swoop around famous landmarks and get up close and personal with highly detailed buildings. Golden Gate is Viveport’s latest Weekend Deal! Get 50% off now through Sunday 3/12 at 11:30pm PT Tell us who you are, and what your role is at dSky? Hello Vive community! My name is Jared Bowns and I am the Director of Community Engagement for dSky. We’re an indie shop focused on creating VR experiences for all major platforms, though we are particularly excited about the Vive. We’ve been operating in this world since the beginning and continue to believe in the potential that VR has to change the world. Tell us about Golden Gate - it’s a scale model of San Francisco. What can you do inside the app? Golden Gate enables you to explore and teleport freely around a miniature scale model of the magical city of San Francisco, including models of more than 80,000 buildings in the city with high detail for key points of interest. Even at 1:200 scale, this city is the explorable size of a gymnasium. You can fly around or teleport to all of SF’s most interesting locations like the Golden Gate Bridge, Alcatraz and AT&T Park among others. At the bare minimum, it is fun as hell to fly around like Iron Man. What inspired you to create (or recreate) a world that’s outside your window? At dSky, we are really interested in creating apps and experiences that allow exploration of places only previously possible in our imaginations. Taking the conceptual and leveraging the power of presence in VR to craft something unique excites us greatly. We’re working on some other apps where you can explore Mars from the perspective of the rover and directly observe the laws of electromagnetism up close. You made an update to Golden Gate before launching on Viveport. What's new? A lot of time was spent on dialing in the performance of the application and getting controller support for the Vive. A lot more detail has been added for the main locations within the app to provide more of an atmosphere. We also spent a lot of time working out a magical scale at which to change the building sizes to. How big an area (in real life) does Golden Gate cover? Golden Gate covers the entire city of San Francisco from the Golden Gate Bridge and Alcatraz down to the Daly City border. Do you have any plans to create similar apps for other cities? We do plan to create similar apps for other cities. We spent a lot of time focusing on the scale of the users’ viewport to the actual size of the buildings and getting that just right. There is a certain magic in being able to explore at a smaller scale. With that being said, our minds have been racing with other places to apply this same form to. What would be your dream city to recreate? My dream city to recreate would definitely be Helsinki, with viewable Northern Lights! What’s your favorite part of San Francisco (in real life)? I really enjoy nature, so I would say that Golden Gate Park is my favorite part of the city. For some reason, it never gets old going for a run or taking a stroll through there. It's even cooler to view my favorite area of SF in reality from VR as Golden Gate Park is one of the high detail areas of the application. What’s your favorite part of your virtual San Francisco? My favorite part would have to be AT&T Park. There’s a little hidden Easter egg in there that is very cool to experience! Golden Gate is available now on Viveport. For more information on dSky, visit their website.
  10. We're very pleased to announce the winners of our first ever Viveport Developer Awards. Chosen from a range of extraordinary VR applications, these winners represent the 'best of the best' in VR today. As a reminder, our prizes were awarded in four different categories, along with our previously decided Community Choice Award. The prizes, per category, were as follows: Category Prizes 1st place: $50,000 + an HTC Vive 2nd place: $30,000 + an HTC Vive 3rd place: $15,000 + an HTC Vive Runners-up (2 total): HTC Vive Community Choice Award: $10,000 (in addition to any other prizes) Explore 1st place: Apollo 11 VR, by Immersive VR Education Ltd. 2nd place: Realities, by Realities.io 3rd place: The Body VR, by The Body VR Runners-up: A Chair in a Room: Greenwater (Wolf & Wood Interactive) Mars Odyssey (Steel Wool Studios) Create 1st place: Fantastic Contraption, by Northway Games 2nd place: Soundstage, by Hard Light Labs 3rd place: Paintlab, by LAB4242 Runners-up: Kodon (TenkLabs), Arcade Artist (Groove Jones) Connect 1st place: Cloudlands: VR Minigolf, by Futuretown 2nd place: AltspaceVR, by AltSpaceVR 3rd place: Engage, by Immersive VR Education Ltd. Runners-up: World of Diving (Vertigo Games), SurrealVR (SurrealVR) Experience 1st place: Allumette, by Penrose Studios 2nd place: Pearl, by Google Spotlight Stories 3rd place: Firebird - La Péri, by InnerspaceVR Runners-up: TheBlu (Wevr), The Night Café: A VR Tribute to Van Gogh (Borrowed Light Studios) Community Choice Award A Chair in a Room: Greenwater, by Wolf & Wood Interactive Ltd. Congratulations to all of our winners! Every title you see here is available now on Viveport, with savings of up to 40% off on 1st place winners Fantastic Contraption, Apollo 11 VR and Cloudlands: VR Minigolf.
  11. This week on Viveport love is of course in the air, so if you need a way to express your love for explosions, math equations and... 360 video... then we have some apps for you! Pyro VR Sometimes a title is all you need, isn't it? As the developers, Virtual Light VR, put it - are you ready to blow some sh*t up?? To quote them further... Let your creativity run wild! Create your own shows using a multitude of different fireworks and explosives. Be extravagant! Line up and connect fireworks in sequence to create extended, timed and beautiful cascades of light and sound in the night sky above. Or, heck, just blow stuff up! Pyro VR is available on Viveport now Calcflow About as far away from blowing things up as you can imagine, Calcflow helps you learn the foundations of vector calculus in a unique new way! In their own words... Ever wanted to learn vector calculus? See some crazy parametrized functions? Did newton invent or discover calculus? Are we living in a simulation? These are all questions this VR experience may be able to answer. Calcflow is here. Open your mind to mathematics. Explore the secrets to the universe. Everything starts with the math. Calcflow is available on Viveport now Inception: VR & 360 Videos Sometimes you want someone else to take the driving seat in VR and show you some cool stuff... and Inception: VR & 360 Videos certainly will do that. As they say... From partying with the world’s #1 DJs in Ibiza, to stepping into Dali’s paintings or jamming with the Mystery Jets in their studio, our formats push the boundaries of imagination, content and technology. Inception: VR & 360 Videos is available on Viveport now
  12. HTC Creative Labs presents Vive Video—a video player for virtual reality. With support for 2D, 3D, 180˚ and 360˚ content, Vive Video turns your personal video library into a virtual home theater. Virtual reality adds a delightful, immersive element to watching videos regardless of the format you choose. While viewing 2D videos, you can resize the screen to fill your entire field of view, orient it to your gaze, and even turn off the ambient lighting for a truly cinematic experience. Things get more exciting with 180° and 360° screen modes where, thanks to digital tracking, you can move and look around in the virtual environment while the content adapts to your viewing perspective. One of our favorites in this genre is the award-winning VR animation INVASION! 360 VR from Baobab Studios. From the director of Madagascar and narrated by Ethan Hawke, INVASION! is a VR story about two bumbling aliens, Mac and Cheez, with grand ambitions to take over our world. Instead, they are greeted by two adorable, white bunnies….and YOU are one of them! We’ve included a sneak peek of the INVASION! 360 video in the Vive Video download so you can see for yourself. Vive Video is available now from Viveport. INVASION! image courtesy of Baobab Studios. © 2016
  13. It’s time to get creative. Two weeks ago we debuted the Vive Tracker, which allows developers and accessory manufacturers to bring new form factors to VR with full motion tracking. As part of the news, we announced that we’d kick-start development of the Vive ecosystem by seeding 1,000 Vive Trackers to the developer and creative community. Starting today, we’re accepting applications for the initial batch of Trackers. Applications will be open through February 7. That’s two weeks to tell us why your project is going to help the world rethink VR. Ready to debut a new product in VR? Want to create an API to track a pet (or your coffee table) within the VR world? Want to track a keyboard in VR? Tell us how and why. At CES, we showcased Vive Tracker Integrations with haptic gloves, the first VR camera, firefighting and baseball training applications, VR rifles for arcade and home use, and much more. The possibilities are endless, so let’s prove it. Apply now: http://link.vive.com/tracker/apply Want to discuss the Tracker with other developers? Need advice on how to work with the Tracker, developer guidelines or more? It's all in our Developer Forums, open specifically for registered Vive developers. (Not registered? Do so here.) We look forward to talking with you!
  14. We’re excited to share that PBS’s Digital Studio’s My Brother’s Keeper will be premiering at our exhibit on VR on the Mountain.  My Brother’s Keeper is a companion piece to the PBS’ primetime Civil War series Mercy Street. The second season debuts on January 22 on the network. The nine-minute film tells the story of two estranged brothers, Ethan, 19, and Jackson, 16, who are fighting on opposite sides of the Civil War and unknowingly reunite at Antietam, the bloodiest battle in American military history. Shot on location in Virginia using more than 150 Civil War re-enactors, the story is fictional but based on historical accounts of brothers who fought against each other in the war. The cinematic VR experience will be coming soon to Viveport and we’ll update this blog with the app page when it launches. If you’re lucky enough to be at VR on the Mountain this upcoming week, be sure to stop by the Vive Exhibit and experience this groundbreaking VR short film. Want to see more of My Brother’s Keeper? Take a look at this behind-the-scenes video.
  15. PBS and TIME-LIFE VR Experiences Part of Viveport’s VR on the Mountain Lineup  HTC Vive and Viveport are bringing a lineup of apps to one of the entertainment industry’s biggest events to showcase the range of experiences possible in virtual reality. The team is heading to Park City, Utah to exhibit at VR on the Mountain, a virtual reality hub taking place January 20-22. The Vive lineup at VR on the Mountain shows how major media companies and entertainment talent are bringing creative ideas to VR. The Vive exhibit will feature the world premiere of My Brother’s Keeper, a story-driven VR reenactment of the Battle of Antietam from PBS Digital. The experience is a companion piece to PBS’ primetime Civil War series Mercy Street, which debuts its second season on the network on January 22. PBS Digital partnered with StoryTech Immersive, Perception Squared and the Technicolor Experience Center, and used a new action camera rig built by the filmmakers, to create immersion that sets a new standard for VR storytelling. My Brother’s Keeper is written and directed by Connor Hair and Alex Meader.  Mindshow is another showcase title at HTC Vive’s VR on the Mountain experience. The visionaries behind Mindshow, an app that lets people improvise short animated vignettes in virtual reality and share them with friends, have their roots in animation. As the developers describe it, “Mindshow lets you make VR cartoons with your body and voice.” The app provides a variety of playsets – from a distant planet to a comedy club stage – where people can act out scenes using their bodies. The content can then be shared either as a VR scene visible through Vive, or exported as 2D videos to share with friends through online social channels. Mindshow is also an official selection of the 2017 edition of New Frontier at the Sundance Film Festival.  Vive is also highlighting new content from Baobab Studios, a studio that brought its impressive animation pedigree to VR last year with Invasion!, an award-winning title launched last year. Headed by veterans from Pixar and DreamWorks Animation, including Madagascar writer-director Eric Darnell, Baobab is now ready to release their anticipated sequel Asteroids. On Saturday, January 21, they will unveil the full episode as part of the 2017 edition of New Frontier at the Sundance Film Festival and at HTC Vive’s VR on the Mountain exhibit. Attendees will also get a chance to experience Remembering Pearl Harbor, the gripping historical VR narrative that premiered on Viveport last month. Developed by Deluxe VR in conjunction with TIME-LIFE and Vive to commemorate the attack’s 75th anniversary, Remembering Pearl Harbor is a uniquely immersive VR storytelling app narrated by Lt. Jim Downing, one of the oldest living survivors of the attack. The original VR project is enhanced with interactive archival news material from iconic TIME and LIFE publications, the National WWII Museum and the Library of Congress, including famous radio broadcasts from Franklin D. Roosevelt and Winston Churchill. Other titles exhibiting with Vive at VR on the Mountain include The Price of Freedom from Construct Studios. The interactive room-scale experience is based on a true secret CIA research project and incorporates historical documents photos and audio tapes from the 1950’s. Additional apps on display include Tilt Brush from Google, Pearl from Google Spotlight Stories, and a few surprises yet to be announced. The Viveport exhibit is part of HTC Vive’s sponsorship of VR on the Mountain, which will be held January 20-22 at Firewood, one of newest venues located on Main Street in Park City, Utah. Attendees will be able to experience all of the titles listed for the duration of the exhibit with the exception of Asteroids, which will debut on January 21. Vive is planning additional activities during the week including exhibits with other partners and two VR developer panels planned for Friday, January 20, and Sunday, January 22. To keep tabs on all of our activities next week in Park City, make sure to follow us on Facebook and Twitter.
  16.  How do identify whether Vive Tracker or the controller is being tracked? You can use the class type of SteamVR SDK to identify if Vive Tracker or the controller is currently being tracked. Does Vive Tracker have a different coordination system compared to the controllers? Yes. Content developers need to apply different coordination settings based on the position where the Vive Tracker is mounted. How can I replace the controller with Vive Tracker if I already created content meant for the controller? Content developers need to apply different coordination settings based on whether Vive Tracker is mounted on the same position as the controller. If its position is different, content developers need to recalibrate for Vive Tracker. What's the equivalent of Vive Tracker's hardware button to the controller? The hardware button of Vive Tracker maps to the System button of the controller. How can I simulate the button event when I connect Vive Tracker to a computer through USB? Check the "Data format" section in the developer guidelines, and follow the SetFeature 0xB4 format to fill your simulated data in "Button byte" data. Why is tracking lost when I connected Vive Tracker to a USB cable? When you connect Vive Tracker to your computer using a USB cable, it enters data sending mode. To resume tracking while connected to a USB port, follow the developer guidelines to send the SetFeature 0xB3 command to fill Host type byte. Can we implement our own data into Vive Tracker's data stream? Vive Tracker only supports data that's compatible with the controllers. Can I customize the POGO pins? Yes, you can. For information on how to customize the POGO pins, contact our Support team in the first instance via email. What's in the downloadable 3D CAD file for the Vive Tracker? The ZIP file (attached to this article) contains the .IGS and .STP for Vive Tracker. It's not a requirement to use the files, but it can help if you have 3D modeling software.
  17.  General FAQs for Vive Tracker How do I connect the dongle to my computer? Connect one end of the supplied USB cable to the dongle cradle, and then attach the dongle to the cradle. Connect the other end of the USB cable to your computer. How do I charge Vive Tracker? While in VR, you can check the battery level of Vive Tracker when no apps are running, or when the System Dashboard is up. When the battery is low, the indicator will show a single red dot. To charge, make sure to use the USB cable that’s in the box. Connect the USB cable to the power adapter that came with your Vive controllers, and then plug the power adapter to a power outlet to charge Vive Tracker. You can also connect Vive Tracker to a computer’s USB port to charge it. When Vive Tracker is fully charged, its status light either shows white if it is off or green if it is turned on. How do I pair the dongle with Vive Tracker? 1. Turn on HMD and pair with 2 controllers 2. Connect dongle to your computer 3. Turn on Vive Tracker to have the pairing process is finished automatically Warning: If Vive Tracker cannot be automatically paired the first time, the dongle may pair with other equipment. To manually pair Vive Tracker, open the SteamVR app, tap the down arrow, and then select Devices > Pair Controller. Follow the on-screen instructions to complete the process. What does the status light on Vive Tracker mean? The status light shows: • Green when Vive Tracker is in normal mode • Blinking red when battery is low • Blinking blue when Vive Tracker is pairing with the headset or dongle • Blue when Vive Tracker is connecting with the headset or dongle • Orange when charging How can I update Vive Tracker? 1. From your computer, open the SteamVR app. 2. Using the supplied USB cable, connect the Vive Tracker to one of your computer’s USB ports. The firmware update will start automatically once tracker is detected by the SteamVR Warning: Do not unplug the micro-USB cable any time before the firmware update is complete. Doing so could result in a firmware error. 3. When the update is complete, click Done. Why does Vive Tracker automatically turn off? When Vive Tracker turns off, some of the possible reasons might be: • The battery is drained • Pairing has timed out after being idle for more than 30 seconds • There was no user movement for 5 minutes" Can I use more than one Vive Tracker? Multiple Vive Tracker hardware can be used, but limitations apply. Why can't I see Vive Tracker on SteamVR? Check that your SteamVR app is the latest version. How do I reset Vive Tracker? To reset Vive Tracker, connect it to your computer using the supplied USB cable, and then press and hold the Power button for 10 seconds.
  18. We're pleased to present the official developer guidelines for the Vive Tracker, along with other resources for development. The development guidelines include all the technical details you might need (we hope!) whether you're developing accessories for use with the Vive Tracker, or implementing it within VR apps. In addition to these development guidelines, we're also releasing 3D models of the Tracker for your use and FAQs about the Tracker. If you have further questions about developing for the Tracker, feel free to post them below as a comment or elsewhere in the Developer Forums.
  19.  Vive is kicking off a huge presence at CES 2017, by introducing two new accessories and new services that will lay the foundation of the VR ecosystem for years to come. If you’re a current or future VR owner, there are a lot of things to be thankful for this New Year. Available in Q2 2017, the Vive Tracker and Vive Deluxe Audio Strap are all new accessories that will greatly enhance your Vive experience, and we’re expecting wireless accessories to be available in 2017. In addition, Viveport will be launching a subscription service as well as app stores for arcade and enterprise customers in early 2017, ensuring you’ll have many options to access the best content on Vive that matters to you. Let’s start off with the hardware news: The Vive Tracker, available in Q2 this year, enables motion tracking for entirely new form factors within the VR world. It is the the foundation for building a new accessories ecosystem for  Vive. In fact, there are many partners in our space at CES showing off their Vive Tracker integrations including multiple rifles built for VR shooters, a baseball bat, a firehose and haptic gloves for a truly immersive VR experience.  (We’ll be showing you a sneak peek at some of these apps and products during our Live Stream happening both Thursday and Friday from 12-2pm PST. Click here to visit our Facebook Page, where the live stream will be hosted.) At its core, the Vive Tracker will integrate with any number of future VR accessories via a simple connection, ensuring developers and consumers will have a single accessory to unlock thousands of new experiences . The Tracker weighs just under three ounces (90g) and is 99.65mm (Diameter) x 42.27mm (Height). The Vive Deluxe Audio Strap is designed with adjustable headphones, allowing you to enjoy even more comfort and convenience.   The headstrap features integrated headphones and a new customizable sizing dial for quickly adjusting the fit of the headstrap, ensuring a tighter and more comfortable fit.   The Deluxe Audio Strap will also be available in Q2.  Pricing for both the Tracker and Deluxe Audio Strap will be announced soon. Wireless and VR  - We showcased a product many of you may have heard about recently from TPCast, a wireless adaptor which was incubated through the Vive X accelerator program. It includes a one and a half hour battery, and latency as low as 2ms. TPCast will be shipping in Q2 2017 and will retail for $249 USD. Now that you have this great hardware, what are you going to do with it? We’ve got you covered with some exciting things coming up from Viveport as well amazing content from Vive Studios and more than 30 partners showcasing content in our CES space. In early 2017, Viveport will be launching a subscription service to help you navigate and find the best VR apps in the world, as well as introduce a new channel through which VR developers can monetize their content. There are currently thousands of apps available on Vive globally. Viveport’s subscription service will help people navigate this growing marketplace and discover new apps, providing access to an ever-growing library of content for a low monthly fee. More details will be announced soon. Viveport also announced at CES that it is expanding services for enterprise VR customers and arcade operators by launching dedicated VR app stores for professionals in 2017. Viveport is evolving the Viveport Arcade platform announced last November to create a digital storefront that can distribute VR content to businesses globally. The app store is designed for arcades, cinemas, amusement parks and other location-based entertainment centers eager to introduce their customers to VR. The rapid expansion of VR into arcades is creating an important touch point for people to experience high-end VR for the first time. Lastly, Viveport’s dedicated enterprise app store will target a different set of customers. Some of the biggest industrial sectors are quickly adopting VR, led by major categories such as healthcare, engineering, real estate and retail. Viveport’s enterprise app store will both curate content for enterprise customers and support developers leveraging the immersion of VR to create apps and tools for professionals in areas such as medicine, architecture, design, 3D modeling and workforce training. VR fans and existing Viveport customers can sign-up today to be the first to get invited to a free trial of the subscription service when it launches at https://www.viveport.com/subsignup 2017 will be a great year for VR. At Vive, we’re laying a strong foundation for how VR will grow for years to come. Keep an eye out on this blog and our Facebook and Twitter channels for more great news this week.
  20.  Arcade Saga was recently released on Steam and is as the first ever game published by Vive Studios. Developed by 2 Bears Studio, an internal HTC team, we decided to sit down with David Sapienza and J Epps - neither of whom are bears - to talk about the development of this fast paced, energetic retro-styled VR experience. Hello 2 Bears! Tell us about yourself and a little about your careers. David Sapienza: I'm Executive Producer of Arcade Saga. I’ve worked on 30-plus games throughout my career, from small GameBoy Advance titles, to huge PC RTS titles like Company of Heroes, to new endeavors like Minecraft on Hololens, and now I’m thrilled to be working on the Vive. I have a long time passion for video games and the art of game creation. J.Epps: I am J. “Jay” Epps, Design Director for Arcade Saga. I've been making games as a designer for 25 years. I have worked on Gex, Legacy of Kain: Blood Omen, Lord of the Rings: Two Towers, Gears of War 2 & 3, Fable 2, Ryse: Son of Rome. 20 years ago I knew I wanted to work in VR and worked hard to forge and temper my design skills so that I would be ready when VR finally became mainstream. The name, the look and the feel of Arcade Saga all hark back to ‘classic’ arcades and games. Is there anything you would specifically list as inspirations? David Sapienza: Yes! Pretty much any arcade game where the player faced off against a boss that was 50x larger. Musically, I love the NES and SNES days and you will hear some of that through the levels. As for movies, I’d be remiss not to mention The Lawnmower Man and Tron. J Epps: Arcade Saga is really a ‘love letter’ to classic arcade games like Sinistar, Track and Field, Mappy, Heavy Barrel, Street Fighter 2, Galaga, Outrun Turbo, Star Wars, Star Trek, Space Invaders, Gyruss, Rygar, Ninja Spirit, etc. Given those inspirations, did the game mechanics of Arcade Saga seem like a natural fit for that style of game, or did you think of them before then? David Sapienza: For me it all started with room scale and the motion controllers. My first time in true VR (i.e. room scale) all I wanted to do was move around and use the motion controllers to interact with objects. Focusing on the movement and the motion controllers was our first goal, everything else was secondary. J Epps: The mechanics came first. We wanted three games that all used natural motion mechanics: hitting a ball, shooting a bow, blocking a ball with a paddle. In classic games, the player actuates the main mechanic by pressing a button, which is an abstraction. The motion controllers and room scale offered us a way to make fun more straightforward and organic. Incidentally, this is why Bowshot has a bow and not a gun: a gun is an abstract mechanic because you pull a trigger to cause an interaction.  What’s your favorite game of the three in Arcade Saga? (Of course, we have to ask, what’s your high score?) David Sapienza: My favorite game hasn’t been released yet. :smileyhappy: J Epps: Bowshot is my favorite. My gamer tag is thejammy and I have a LOT of high scores! What engine was Arcade Saga developed in? J Epps: Arcade Saga was developed in Unity, which is a great engine. It allowed us to get up and working quickly. The engine is robust and allowed us to put our energy into the game and not the engine. It also allowed us great flexibility, as the three games in Arcade Saga are vastly different. Did you have any ideas early in the development process that didn’t make the final game? David Sapienza: We actually had nine prototypes that were being developed and then we narrowed down to the three that we have today. Although a lot of the prototypes were fun, we wanted to make sure everything we released was fun the first time, and the 101st time. I think the three games we have now exceed that goal. J Epps: The first version of Smash had a more open environment where you threw different pitches to try and score on your opponent. It was a decent concept and we spent a while trying to make it fun enough but in the end we felt like it was better to put the game in a tight corridor.  You’re heading up 2 Bears Studio, an internal HTC studio. How big is the studio and how long did development of Arcade Saga take? David Sapienza: Our studio is actually split between San Francisco and Taipei and the size has transformed a bit since we started, so it’s hard to answer but 30 is somewhat accurate. As for how long, we’ve been working on these games for around 9 months and are continuing to support the project. What was the hardest thing to get ‘right’ during development? David Sapienza: VR is a whole new medium that is attracting new types of consumers. Finding that balance between traditional gamers and new VR adopters was challenging but still fun. … and what was the easiest thing to get right? David Sapienza: The natural motion of the mechanics. People ‘just got it’ and understood exactly what they needed to do. If money and time was unlimited (never going to happen…), what game genre would you like to see in VR? David Sapienza: I’d love to see a historical battlefield reimagined from Genghis Khan to the U.S. revolution. I’m a military history nerd and proud of it! J Epps: I would like to see what the ‘traditional’ gaming fantasies that we’re used to feel like in VR. Gunslinger, Samurai, Soldier, Assassin, Sniper, Surfer… they’re all fantasies that will feel different in VR and I would love if 2 Bears could take a stab at all of them. Of all the games you previously worked on, is there a game you wish you could go back and realize in VR? David Sapienza: A few years back I worked on a game that allowed players to make their own game called Project Spark. I was a really fun and approachable way to create a game, but I think adding the VR would be mind blowing. J Epps: I have worked on many beat’ em up games - Lord of Rings, Demonstone, Ryse, etc - and I can’t wait to make a VR game in this genre. Thanks to David and J for their answers! If you haven't had a chance to check out Arcade Saga yet, and pick it up on Steam. Or, see below for a chance to win your own copy in our comment competition! David and J will be live in AltspaceVR today at 4PM PST - click here to get details and RSVP!
  21.  Happy Holidays from the team here at Viveport! To celebrate, we’re offering two special bundles for the next week. (12/20 11:59pm PT – 12/28 11:59pm PT) First up is the Best of Viveport Bundle. Featuring 8 apps nominated for the Viveport Developer Awards, this bundle highlights some of the best VR content available. Altogether, the bundle offers 50% off the full value of these apps purchased separately. Arcade Artist Cloudlands: VR Minigolf Fantastic Contraption Firebird – La Peri Kodon Mars Odyssey SoundStage World of Diving Click here to get the Best of Viveport Bundle (US link) Outside the US? Click here Second, we’re offering a Holiday Bundle filled with awesome titles you may have missed this busy year. With themes ranging from exploring, fashion, and history this bundle captures the wide array of VR content offered on Viveport. This bundle is also 50% off the full value of the apps. Snow Fortress Everest VR Underwater Mermaid Remembering Pearl Harbor Lumen Haute & Haunted Stonehenge VR Click here to get the Holiday Bundle (US link) Outside the US? Click here We’re excited to offer these two bundles with content we’re sure you’ll enjoy! Spend time with your friends and family and be sure to introduce them to the world of Virtual Reality if they haven’t been already. Happy Holidays! The Viveport Team
  22.  You've been nominated for a Viveport Developer Award! How do you feel? Ryan Bousfield, Director: It's amazing to be recognised for the hard work and to see that people are enjoying the experience. Where did the idea for A Chair in a Room come from? Initially it was just a way to make the most of the limitations of the early VR headsets - you couldn’t do anything but look around from a set position. So it made sense to put the player on 'A Chair in a Room' and bring the action to them. The advancements in VR, such as room-scale and tracked controllers, have meant that you can leave the chair behind and 'really' investigate the scene. How many people worked on A Chair in a Room, and how long did it take to develop? It was a solo effort, just me working away for 12 months - from the initial ideas and sketches to creating the artwork and gameplay right through to writing the code and even the music. Friends, family and other indies helped by sense checking, testing and generally being there to make sure I didn’t descend into madness. Tell us something about A Chair in a Room that we wouldn’t know from just experiencing it on Viveport? I've added a lot of references to film and literature. Some are pretty straightforward, such as your patient number is the same number given to Winston Smith in George Orwell’s 1984. Others are a bit more obscure, such as the painting of the Virgin Mary in the hotel is actually Mary Shelley, the author of Frankenstein. During the development process, did anything surprise you along the way you didn’t expect? Every playtest was like a psychological experiment. It’s easy to start categorising people - you have escapists who go wild and wreck the place while others would lay out the clues neatly on a table and instinctively tidy up after themselves. What do you hope people take away from A Chair in a Room overall? That there is more to VR horror than jump scares. Yes there’s the odd scene that will make you jump, but underpinning the whole thing is a gritty narrative and slightly surreal atmosphere. Are you planning future updates and adding more features to A Chair in a Room? Or is there something new coming from the team? We put out a free additional story over the summer but now the focus is on new ideas and stories. There was so much learnt from A Chair in a Room that I’m really looking forward to the next thing because I already know how to make it 10 times better. What’s one piece of advice you’d give to other developers? Create a prototype (whitebox version) within a set deadline. Just build the simplest version of the game out of primitive shapes such as cubes and get it into VR as soon as possible. I had a very blocky room-scale prototype for the Pelican Motel that resembled Dire Straits' Money for Nothing video from the 80s, but it allowed me to get the basics in there quickly and meant that I had a playable version of the level within days. A Chair in a Room: Greenwater is available on Viveport.
  23.  You've just been nominated for a Viveport Developer Award... how do you feel? Bart Burkhardt, LAB4242: I feel very honored and excited! Where did the idea for PaintLab come from? I remember when I was young going to the library looking for books about stereo photography. It was like I was naturally attracted to this technology. This was amplified when I got a ViewMaster from my father, I still remember it, it made a deep impact on me. I also remember that I was fascinated about the 360 painting in The Hague called the 'Panorama Mesdag'. Then later around 1995 I bought Virtual Reality magazines and I went to arcades to check it out. My hope was to get a Forte VFX1, but I never got one and soon after VR disappeared from the radar. Then 20 years later I was happy to see the light of the Oculus DK1 so I got one and started developing for it. I started to make a voxel based creation environment where you could paint cubes using the mouse and showed it at the Amsterdam VR meetup. It was great but I really missed hand input and so I bought a Razor Hydra and started to explore what you can do with it. I created many experiments and found that creating things out of nothing in mid air was such a great feeling that I continued working on that. I gave the project the name Paint42 and shared builds to get feedback. I joined the Oculus Mobile JAM in 2015 with a GearVR port, but it didn't make the finals. Then I got the HTC Vive and ported to this great platform and we renamed the app to PaintLab. How big is your team and how long did it take to develop? The team is two, where I do development and Gijs helps with media and doing events. Not counting the learnings it took 2 months to create PaintLab. Tell us something about PaintLab that we wouldn’t know from just experiencing it on Viveport? We show PaintLab at events and found that its works great at festivals like the . Music and VR painting go together great. We plan to do more events so if people are interested they can reach us at events@paintlabvr.com Also PaintLab will be featured in the documentary 'Dream the Future' for the French TV-Channel CANAL+ The film will be broadcast beginning next year in Germany, Switzerland, Belgium, Austria, Canada, China, Finland and very probably in the USA. This summer we had two days of film recording where also graffiti artist Zeky from Paris created a 3D artwork. During the development process, did anything surprise you along the way you didn’t expect? One of the things that I didn't expect is that when you create errors in your code, these errors could do things visually that sometimes bring new ideas. What do you hope people take away from PaintLab overall? I hope that PaintLab will bring people joy and offers a great way to create art. Are you planning future updates and adding more features to PaintLab? Or is there something new coming from the team? Yes there are many updates in the works. We're experimenting with new effects and possibilities and we're actually fixing bugs to release these new features. After the update we will continue developing because its fun and want to improve the app and the possibilities are endless. What’s one piece of advice you’d give to other developers? My advice would be to listen to people but mostly listen to yourself. Do what you think is best, if you believe in something, and others don't see it, just follow your heart and create what you love. PaintLab is available now on Viveport.
  24.  It's time to reveal our eight person jury, who will be voting on the nominees for the first-ever Viveport Developer Awards (VDAs). These eight jurors, along with your Viveport Community Choice vote, will determine the ultimate winners of a total of $500,000 in cash and prizes that will be revealed in January 2017. Twenty apps were nominated for their pioneering work in VR that best represent four of the key pillars of the Viveport platform: Explore, Experience, Create and Connect. The judges include: Brent Bushnell, CEO of Two Bit Circus Marcie Jastrow, SVP Immersive Media and Head of Technicolor Experience Center, ‎Technicolor Geoff Keighley, Journalist and Executive Producer of the Video Game Awards Nathaniël de Jong (Nathie), VR Content Creator on YouTube Rajeev Puran, Business Development - Commercial VR, Intel Corp Justin Roiland, Writer/Animator and Co-Creator of Rick and Morty Taryn Southern, internet personality and founder of Tribe of Good Reggie Watts, Comedian/Musician CBS' The Late Late Show with James Corden and Netflix's SPATIAL Don't forget - whatever our jurors decide, the community has their choice too. One of our VDA nominees could win a $10,000 bonus prize if they get the most votes from you, our community members. Check out our Community Choice Awards page, and cast your vote for your favorite VDA-nominated app today!
  25.  Premiering today on Viveport, Remembering Pearl Harbor is a VR experience created in partnership with Time Inc., Deluxe VR and AMD. This narrative VR experience will transport you inside key moments of Pearl Harbor's aftermath through historically authentic and fully interactive VR environments. Narrated by one of the oldest living survivors from this tragic event, Lt. Jim Downing, this VR experience has been created with the hope that it will bring a new understanding of this event to all.  Remembering Pearl Harbor allows you to immerse yourself in a virtual recreation of World War II-era America. Throughout the experience, you will interact with realistic virtual versions of artifacts from the era, along with iconic photography and archival video, providing a unique and personal view of one of American history’s defining events. For more insight into how Remembering Pearl Harbor was created, watch this exclusive mini-documentary. Remembering Pearl Harbor is available now on Viveport.
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