1st International VR Awards Book of Achievement

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BOOK BOOK OF OF ACHIEVEMENT ACHIEVEMENT 2017 2017


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FRANK BIOCCA

VIRTUAL REALITY IS THE FIRST STEP IN A GRAND ADVENTURE INTO THE LANDSCAPE OF THE IMAGINATION.


A WORD FROM THE ORGANISERS We are living in a world where the ways we interact with information and technology are constantly evolving, where common conceptions and ideas are forever being challenged and a world that’s consuming content in an entirely different way.

Nonetheless, it’s the innovators, creatives, thinkers, disruptors, doers and dreamers that never cease to amaze us by going above and beyond all expectations and meeting the needs of unventured territory. Everyday they are writing the rules, exploring the future and reigniting an industry that has seen very little public development for over a decade and a half.

Because of this, we knew from the beginning of the VR Awards, before it was even more than a simple idea floating between a passionate, technology driven team, we had one clear mission and goal; to celebrate the very best in virtual reality and provide a platform to grow thereafter for many years to come.

Tonight, it is my pleasure to provide you with a very warm welcome to the inaugural VR Awards presented by AMD Studios.

3 Many of whom join us for this joyous night of celebration and achievement have supported the VR Awards from its conception through to its milestone moments and announcements. My team and I would like to begin this significant night for the international community by thanking those who have been a constant support no matter where or when they joined us on this momentous journey.

In particular, we would like to thank AMD Studios, our title sponsor, and Foundry, our key sponsor for 2017. Lastly, our amazing group of over 40 jurors across the world, partners, award sponsors, advisors and organisational efforts of the entire VR Bound team & contractors cannot go unnoticed.

It’s with the dedication and international efforts of many parties that has allowed the VR Awards to attract and celebrate the best and most proactive brands and individuals in our industry, whilst providing a source of inspiration to those who aspire to do more, and be more in the immersive sector.

On behalf of everyone involved in the making of the VR Awards, we wish you a wonderful evening.

DColaianni Daniel Colaianni VR Awards Team


CONTENTS

A WORD FROM THE ORGANISERS A very warm welcome to the inaugural VR Awards presented by AMD Studios // p.3

A WORD FROM OUR PRESENTING SPONSOR AMD Studios welcomes guests, winners and the future of media and entertainment // p.5

PROGRAMME OF EVENTS Familiarise yourself with the evening’s proceedings from start to finish // p.7

THE FULL NOMINATION LIST Celebrate the full list of award worthy nominations for 2017 // p.8

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THE JUDGES Learn more about the judges involved throughout the judging process // p.34

A BRIEF HISTORY OF VIRTUAL REALITY Explore how the VR industry has evolved throughout the years // p.36

THE MAKING OF THE VR AWARDS A unique behind the scenes look at how the VR Awards was brought together // p.43

OUR PARTNERS The partners and companies that brought the VR Awards together // p.52

SPECIAL THANKS & CREDITS The VR Awards thanks those involved in making the night possible // p.54

Follow @VRAwards on Twitter with #VRAwards


A WORD FROM OUR PRESENTING SPONSOR

AMD Studios warmly welcomes this evening’s guests and award winners.

Studios promotes adoption of AMD technology in film, TV and VR/AR production with products and partnerships revolutionizing the media and entertainment industry. AMD Studios’ advisors and technologists offer hardware and software solutions that streamline post production work for visual effects houses, studios, and freelancers. The modern endto-end digital pipeline requires more robust workstations for massive data sets, countless pixels, and secure server/cloud based services. AMD delivers with CPUs, GPUs, and server processors that unleash immense power with unmatched technological innovation.

Tonight, AMD Studios is proud to announce our investment in the future of media and entertainment through our support of visual effects education and students.

The AMD Studios Team

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Art of the Impossible

The new Radeon Pro™ WX 9100 workstation graphics card helps unleash your creativity. It enables unlimited exploration of your imagination. It is a leap forward in the immersive computing era. With the “Vega” architecture at its core, you will have no barriers or compromises to what you want to achieve.

#RadeonProWX9100

DISCOVER MORE

PRO.RADEON.COM/WX/9100

© 2017 Advanced Micro Devices, Inc. All rights reserved. AMD, Radeon, the AMD arrow logo, Radeon FreeSync, and combinations thereof, are trademarks of Advanced Micro Devices, Inc. All other products names are for reference only and may be trademarks of their respective owners. PID# 28476


PROGRAMME OF EVENTS Experience the night in full, with an inspiring line-up of entertainment and awards from start to finish.

18:00

Drinks Reception Drinks and networking reception on arrival.

19:05

Introduction A very warm welcome to the VR Awards from VR Bound and presenting sponsors.

19:35

Entertainment Live onstage art performance by Tilt Brush artist in residence, Anna Zhilyaeva and ZHL strings.

19:50

3 Course Dinner Exquisite fine dining experience with 3 courses from a pre-selected menu.

21:40

Award Ceremony Finalists run-through with presentation of awards to individual winners across 12 categories.

23:00

VIP After Party Join Subpac & DJ, Hilit Kolet with an open bar including spirits, alcohol & snacks until 2am (VIP ticket is required, ask a member of staff for more details).

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THE NOMINATIONS

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PROCAT, Make Real

VirtualSpeech, VirtualSpeech

A series of educational

VirtualSpeech helps

experiences designed

users practice their public

specifically to enhance

speaking, interview

the learning, training and

skills, networking and

development of apprentices

mindfulness, by providing

within residential

photo-realistic VR

environments.

environments to train in.

ITI Crane Simulator, Industrial Training International

Virtual Reality Educational Experiences, Unimersiv

Unimersiv is a platform for

The ITI VR crane simulator is

VR educational experiences

the first professional-grade

and a great example of how

sim released in the heavy

VR can be integrated into

lifting & transport industry.

the classroom.

Boulevard, Boulevard Arts, Inc.

Skill Hub VR, Cerevrum Inc.

Partnering with leading

Skill Hub VR is a

museums and cultural sites,

supplemental tool for

Boulevard gives immersive

companies to train, manage

access and revolutionizes

and evaluate skills of their

the way the world looks at

staff using risk-free realistic

the arts.

VR and AR simulations.

EDF Energy “Reactor Builder’, Make Real

VF4-360, Leicester Fire and Rescue Service

Space Descent VR with Tim Peake, Alchemy VR

A complementary learning

Created to improve an

Join the UK’s first ESA

experience, fusing the

already robust evaluated

astronaut Tim Peake in a

theoretical knowledge, with

educational intervention,

12 minute VR descent from

practical interactions via a

the VF4-360 Experience

the ISS to the steppes of

serious gamified experience

represents a quantum leap

Kazakhstan, in the Soyuz

for learners.

in road safety delivery.

spacecraft.


THE FULL NOMINATIONS LIST

Best use of VR in Education & Training Awarded to companies or individuals who have demonstrated practical and innovative uses of VR in education and training. This applies to any industry that has used VR to aid in experiences, videos, games and more (providing it has a positive educational use).

Award Criteria: •

Retention

Innovativity

Educational Impacts

Training practicality

Implementation

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THE FULL NOMINATIONS LIST

VR Startup of the Year Without new startups creating innovative solutions and driving forward ambition within the industry, virtual reality would not be where it is today. Commending small businesses

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with proven business models is VR startup of the year.

Award Criteria: •

Business Model

Customer Validation

Technical execution

Innovation and ambition


02 Inception VR

Cerevrum Inc.

MANDT VR

Inception VR brings

Cerevrum is a

MANDT VR is an immersive

immersive experiences to

technology company

entertainment and media

life – for everyone. Through

that makes educational

studio. MANDT VR is

born for VR content,

sessions more effective

focused on exceptional

Inception VR builds a new

through VR/AR

storytelling through the

reality for entertainment.

experiences.

unique lens of virtual reality.

LiveLike

MetaVRse

LiveLike is a VR platform

MetaVRse is a virtual

company that enables

+ augmented reality

broadcasters and sports

innovation agency that

teams to deliver immersive,

creates revolutionary VR +

live sports viewing

AR solutions for businesses

experiences.

across multiple industries.

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03 AiSolve, VRSIMS

Osso VR, Osso VR

A.I.Solve, Facebook,

Osso VR is an award-

Children’s Hospital Los

winning surgical training

Angeles and BioflightVR

platform with a focus

collaborated to design

on realistic hand-based

and develop this

interactivity. Originally

transformational intelligent

conceived by Justin Barad,

training simulation system

an orthopaedic surgeon

which offers realistic,

and Matt Newport, a

reliable and safe training

Veteran VR developer, Osso

environments that mimic

VR is creating a new way

both audio and visual

to quickly and effectively

behaviors experienced in

teach complex procedures,

real-life Pediatric trauma

surgical techniques and

situations.

new medical tools.

Vivid Vision, Vivid Vision

Tribemix, ImmersiCare

Vivid Vision combines

ImmersiCare is a range of

virtual reality and vision

immersive VR experiences

therapy to create games

for individuals living

and activities that

with dementia and other

treat people with lazy

healthcare needs. It is also

eye, crossed eyes and

a solution to reduce stress

other binocular vision

levels in medical staff while

disorders.

at work.


THE FULL NOMINATIONS LIST

Best use of VR in Healthcare VR is changing the healthcare industry in very big ways. This is awarded to companies or individuals innovating healthcare through the use of VR and can incorporate both training and educational elements providing it is directly linked to healthcare.

Award Criteria: •

Medical innovation

Social impacts

Practicality & feasibility

Project implementation

Patient application

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THE FULL NOMINATIONS LIST

Best out of home VR Entertainment Out of home VR entertainment brings a new level of immersion to theme parks, cinemas, attractions, museums and more. Nominees for this award have researched, implemented and carried out a truly

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outstanding, quality experience which has resulted in a high level of user satisfaction.

Award Criteria: •

Quality of experience

Planning and research

User experience

Immersiveness


04 Magic Butterfly, REWIND & Welsh National Opera

The Repository, Universal Parks & Resorts

Using Google Daydream

Enter a realm of

technology, Magic Butterfly

psychological horror unlike

reimagines scenes from

anything they’ve created

Madam Butterfly and The

before. Interact with a mix

Magic Flute, enchanting

of live actors, custom virtual

you in through a unique

reality, and cryptic riddles—

form of storytelling using

all putting you in the middle

classical music, art and

of your own personal ghost

technology.

story.

Derren Brown’s Ghost Train, Thorpe Park Merlin Entertainment

THE VOID’s Ghostbusters: Dimension, THE VOID

Zero Latency, Zero Latency

Take your one way ticket

The Ghostbusters

Where your body is the

on a horrifying journey into

Experience is a multi-layered

controller and your mind

the chilling depths of the

and sensory environment

believes it’s real. The digital

unknown. With intense live

immersing you into a

and real world meshed

action and thrilling physical

fantastical and spirited

seamlessly together, to

effects, the grasp of the

world, inspired by the 2016

transport you inside the

Demon awaits.

film.

virtual like never before.

Imagine a game that doesn’t feel like a game.

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05 KOBOLD VR, Anotherworld VR

Tabel, Google

Allumette, Penrose Studios

A new way to experience

Tabel is an experiment

Allumette tells the story

horror with both an

in VR storytelling that

of a young orphan girl

indie horror film and VR

enables you to listen in

who lives in a fantastical

experience. KOBOLD VR is a

on conversations, and

city in the clouds. After

new kind of creative fiction

even thoughts, of the

enduring tragedy, she

that blurs the line between

influential patrons of the

grasps at hope for her

cinema and VR gaming.

restaurant.

future.

INVASION!, Baobab Studios

‘The Mummy’ Zero Gravity Stunt VR Experience, 5TH WALL

Separate Silences, Hver Sin Stilhed

bumbling aliens with grand

Go behind the scenes with

made for the Gear VR,

ambitions to take over the

THE MUMMY stars Tom

where two participants can

world. Instead, they are

Cruise and Annabelle Wallis

experience a story through

thwarted by two adorable

as they perform the intense

two unique perspectives at

bunnies.

Zero G stunt seen in the film.

the same time.

A colorful VR story about Mac and Cheez, two

A hybrid two point-of-view cinematic VR experience


THE FULL NOMINATIONS LIST

Interactive VR Media of the Year Working to create an immersive, spatial and original VR media is very new territory for most designers and cinematographers. All nominations must substantially feature virtual reality within their media and work to create a comfortable and enjoyable experience for the viewer. Additional attention is given to the use of positioning and movement within the media. Can include short film, interactive pieces and design work within VR.

Award Criteria: •

Immersion

Innovative use of cinematography and viewing

Use of spatial sound

Motion comfort

Originality and enjoyment

SUPPORTED BY

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THE FULL NOMINATIONS LIST

Innovative VR Company of the Year Virtual Reality is a constantly evolving landscape that requires innovative thought leaders to pave the way by leading by example through first-tomarket developments. Additional points are given

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to companies that place focus on their company culture and policies along with how sustainable their practices are.

Award Criteria: •

First-to-market developments,

Company culture and policies

Demonstrated innovations in terms of patents

Potential for social impact

Sustainability


06 Technicolor Experience Center

Globacore

The Technicolor Experience

Globacore is an award

Center is focused on

winning creative tech

helping immersive media

company specializing in

reach its full potential

mixed/virtual reality, game

and we bring artists and

dev, multi-touch surfaces

scientists, from across the

+ unique human-computer

industry, to do so.

interactions.

Zero Latency

G’Audio Lab

Merge VR

Zero Latency has

Virtual Reality finally sounds

Merge VR are creating the

developed patent-pending

like actual reality. G’Audio

future of toys and the future

technology in house that

Lab brings new realities

of play every day. Merge

allows for the most epic

to life with immersive and

VR work with toys because

free-roam VR adventures in

interactive audio solutions.

in every generation, toys

the world.

create the future of kids.

Jaunt VR Jaunt VR bring you cinematic Virtual Reality exclusive, immersive 360° stereo video experiences for Cardboard, Oculus Rift, Gear VR and Vive.

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07 Birdly, SOMNIACS

Touch, Oculus

Birdly® is a full body

The Oculus Touch brings

VR bird flight simulator

your real hands into virtual

that is based on active

environments for Oculus

components (motors)

Rift. Natural gestures and

moving the user’s body

finger movement create

in physical space to

a sense of true hand

provide a breath taking

presence for more realistic,

experience.

memorable, and tactile VR.

Ultrahaptics, Ultrahaptics

Leap Motion, Leap Motion

Hardlight Suit, NullSpace VR

Ultrahaptics provides

The Leap Motion Mobile VR

The Hardlight Suit is an

Development and

Platform is a combination

upper body haptic feedback

Evaluation Kits of

of software and hardware

jacket. Its 16 haptic zones

Ultrasound Speaker

made specifically for

allow users to feel VR

Arrays and software to

untethered, battery-

experiences they’re

provide haptics feedback

powered virtual and

interacting with like never

in midair.

augmented reality devices.

before.


THE FULL NOMINATIONS LIST

VR Hardware of the Year Allowing a versatile range of controllers and sensory devices to enter the mix, VR hardware of the year places the spotlight on entries that focus on technical and design execution. This award is geared towards hardware specifically created to enhance a user’s Virtual Reality experience through an add on device for VR.

Award Criteria: •

Design and ergonomic

Functionalities and features

Innovativity and creativity

Compatibility and software

SUPPORTED BY

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THE FULL NOMINATIONS LIST

Most Creative use of Marketing in VR Virtual Reality gives marketers a new weapon to reach further demographics in increasingly creative ways. Judges look towards marketing campaigns that integrate Virtual Reality within

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the majority of the project. Particular focus is placed on the originality and creativity behind each marketing campaign.

Award Criteria: •

Creativity involved

Potential reach

Use of platforms

Originality and innovation


08 Ford F-150 Raptor: Born to Baja, Ford Motor Company / GTB Agency

ABC – ‘Catch Jack’ Time After Time, Pebble Studios

Experience the Ford F-150

historic Victorian London in

Step through Newt

Raptor at the Baja 1000 like

VR. Based on the 1979 film

Scamander’s case and

you’ve never seen before.

where H.G. Wells pursues

explore the spectacular

Watch the Raptor endure

Jack The Ripper to the

world of Fantastic Beasts

thirty-six hours of the most

modern day, using his time

and Where to Find Them

brutal test for a truck and

machine, to try and bring

in a breathtaking VR

the people inside.

him to justice.

experience.

The Chainsmokers: Paris VR, Kuju

UNICEF 360°, Idea Studio

IKEA VR, IKEA

UNICEF is bringing donors

Explore and interact with

Go on an epic journey with

closer to the field than ever

an IKEA Kitchen in Virtual

Grammy winning DJ Duo,

before - letting them feel and

Reality! Walk around freely,

The Chainsmokers as you

experience first-hand what life

open drawers and put your

travel through dreamlike

is like for some of the world’s

vegetable peelings in the

environments.

most vulnerable children.

waste sorting station.

Jaguar Electrifies – The Future Is Now, Imagination & REWIND

Capital Creates Change, Infinite360

The launch of the Jaguar

reality experience of

Alien: Covenant In Utero | A Virtual Reality Experience, RSA VR

I-PACE made the imagined

‘Kiribati’- The island nation

“In Utero” lets viewers

a reality with the world’s

of 33 Coral atolls spread

witness firsthand the

first fully interactive car

across 1.3 million square

horror and gore of an alien

reveal.

miles in the Pacific Ocean.

neomorph’s birth.

Greenpeace, Virtual Explorer Explore the world with Greenpeace’s VR App. Come on expeditions to some of the most amazing places on earth, including the Amazon and Arctic.

Get transported back to

A deeply impactful virtual

Fantastic Beasts and Where to Find Them: VR, Framestore

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09 Goggles, Merge VR

Gear VR, Samsung

The Merge VR Goggles

The Oculus mobile platform

allow you to experience

transforms your GALAXY

virtual reality using the

smartphone into a portable

device you’ve already

VR device that lets you

got in your pocket - your

experience anything,

smartphone.

anywhere.

Daydream View, Google

V2, Homido

Inspired by the clothes

The V2 offers a

you wear, the headset is

comfortable, durable

made from a lightweight,

and quality alternative

breathable fabric so you

to Google’s cardboard

stay comfortable.

headset.


THE FULL NOMINATIONS LIST

Mobile Headset of the Year Awarded to companies producing outstanding mobile virtual reality headsets. Emphasis is placed on the mobile headsets design, feel, functions and features. This award is given only to mobile virtual reality headsets that provide portable functionality for VR.

Award Criteria: •

Design and ergonomics

Functionalities and features

Innovativity and creativity

Mobile compatibility and software

Portability and ease of use

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THE FULL NOMINATIONS LIST

VR Experience of the Year Experiences are what makes Virtual Reality come to life. VR experience of the year is awarded to companies that produce and execute a truly outstanding, quality

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experience which has resulted in positive user feedback.

Award Criteria: •

Quality of experience

Planning put into experience

User experience

SUPPORTED BY


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Home – A VR Spacewalk, BBC & REWIND

Mission:ISS, Magnopus

Throw yourself into the

experience life on board the

void 250 miles above

International Space Station!

Earth in this VR spacewalk

Dock a space capsule, take

inspired by NASA’s training

a spacewalk, and let real

programme and the

NASA astronauts guide you

astonishing experiences of

on the ISS through archival

its astronauts.

video clips.

Take a trip into orbit and

Google Earth VR, Google

Horizons VR, Horizons Studio

Tilt Brush, Google

Google Earth VR lets you

Horizons is a series of

Tilt Brush lets you paint in

explore the world from

interactive music journeys

3D space with virtual reality.

totally new perspectives

for Daydream, featuring

Unleash your creativity with

in virtual reality. Stroll the

music from Bonobo. You

three-dimensional brush

streets of Tokyo, or soar

control the music; the music

strokes, stars, light, and

over the Grand Canyon.

controls the world.

even fire.

theBlu, WEVR

Richie’s Plank Experience, Toast

Rec Room, Against Gravity

Experience the wonder

Are you afraid of heights?

Rec Room, the virtual

and majesty of the ocean

Take an elevator to our

reality social club where

through a series of habitats

plank that’s sits 160m high

you play active games with

and come face to face

above the ground, then

friends from all around

with some of the most awe

dare to walk to the end! An

the world. Customize your

inspiring species on the

experience made for first-

appearance, then party up

planet.

time VR users.

to play multiplayer games.

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Vive, HTC

11 Rift, Oculus

OSVR, Razer

Delivering on the promise

Rift’s advanced display

The OSVR HDK 2 was

of VR with game-changing

technology combined

designed and built to help

technology and best-in-

with its precise, low-

the industry grow - pushing

class content, Vive has

latency constellation

VR technology forward

created the strongest

tracking system enables

while helping smaller

ecosystem for VR hardware

the sensation of presence

3rd party studios and

and software, bringing VR

– the feeling as though

developers to get on their

to consumers, developers

you’re actually there.

feet.

PlayStation VR, Sony

StarVR, Starbreeze

PlayStation VR allows you

StarVR is a Virtual Reality

to immerse yourself in

Head Mounted Display that

extraordinary new worlds,

has achieved a stunning

put yourself at the centre

210 degree field of view

of an incredible gaming

and 5K resolution through

universe and experience a

proprietary use of lenses

new way to play.

and dual screens.

and enterprises alike.


THE FULL NOMINATIONS LIST

PC & Console Headset of the Year VR headset of the year is awarded to companies producing outstanding Virtual Reality headsets year on year. Emphasis is placed on a headsets design, feel, functions and features. This award is given only to Virtual Reality headsets, not augmented reality headsets.

Award Criteria: •

Design and ergonomic

Functionalities and features

Innovation and creativity

Compatibility and software

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THE FULL NOMINATIONS LIST

VR Game of the Year Focusing on the use of Virtual Reality within games is the VR game of the year award. This combines the ingenuity and creativity that it takes to make a successful game along with

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the innovative use of movement that makes an experience worth while.

Award Criteria: •

Originality

Gameplay aspects

Motion comfort

Immersion

Innovative use of movement


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Robo Recall, Epic Games

Raw Data, Survios

Lucky’s Tale, Playful

Robo Recall is Epic Games’

Built from the ground up

Join Lucky as he runs,

first-person action arcade

as a full-body Active VR

jumps, climbs and spins

shooter built from the

experience, Raw Data

his way through a bright,

ground up for Oculus

transforms you into the

colorful world filled with

Touch, powered by Unreal

adrenaline-charged hero of

thrilling challenges, and

Engine 4.

your own futuristic combat

wacky creatures.

technothriller.

Rick and Morty: Virtual Rick-ality, Owlchemy Labs & Adult Swim Games

Arizona Sunshine, Vertigo Games & Jaywalkers Interactive

Lone Echo, Ready At Dawn

Built exclusively for VR,

within the rings of Saturn,

Rick and Morty have

Arizona Sunshine puts you

complete with a detailed

teleported into your living

in the midst of a zombie

space station, expansive

room for a cutting-edge VR

apocalypse, putting your

outer-space environments,

adventure.

survival skills to the test in VR.

and interactive space.

Be transported to an advanced mining facility

Audioshield, Dylan Fitterer

Battlezone, Rebellion

Block the beats!

Battlezone is a total remake

Audioshield puts you at the

of the 1980 Atari original,

point of impact for every

brought up to date with

hit in your songs. Block

modern visuals and action

incoming orbs with your

- and transported into a

shields and feel the music.

complete VR world.

Keep Talking and Nobody Explodes, Steel Crate Games

Virtual Virtual Reality, Tender Claws

SUPERHOT VR, SUPERHOT Team

Trapped alone in a room with

Virtual Virtual Reality (VVR)

cautious strategy and

a ticking time bomb and your

is a virtual reality, narrative

unbridled mayhem,

friends have the manual to

game about VR, AI and our

SUPERHOT VR is the

defuse it, but they can’t see

sci-fi fever dreams. In the

definitive VR FPS in which

the bomb, so you’re going to

near future, most human

time moves only when you

have to talk it out – fast!

jobs are automated.

move.

Blurring the lines between

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VR AWARDS JUDGES

VR HEADSET OF THE YEAR & MOBILE HEADSET OF THE YEAR

INNOVATIVE VR COMPANY OF THE YEAR & VR STARTUP OF THE YEAR

Tom Emrich, Super Ventures (Chair)

Jenn Duong, SH//FT (Chair)

Ed Greig, Deloitte

Tipatat Chennavasin, Virtual Reality Fund

Thomas Gere, Realities Center

Martina Welkhoff, Convene VR

Amol Sharma, VR Commerce

Megan Gaiser, Spiral Media

Taylor Freeman, Upload VR

Luciana Carvalho Se, REWIND

Steve Takle, Steel Media

Maria Korolov, Hypergrid Business Tanya Laird, Digital Jam

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VR HARDWARE OF THE YEAR & BEST USE OF VR IN HEALTHCARE

INTERACTIVE VR MEDIA/FILM OF THE YEAR & BEST USE OF VR IN EDUCATION AND TRAINING

Steve Dann, Amplified Robot (Chair)

Simon Lumb, BBC R&D (Chair)

Stephanie Llamas, Super Data Research

Jason Lovell, Jaunt VR

Johnathan Nafarret, VR Scout

Tyler Hopf, IrisVR

Deniz Ergürel, Haptical

David Wise, Parable

Chris Freeman, AMRC with Boeing

Sarah Jones, Birmingham City University

Kris Kolo, VR/AR Association

Nonny de la Peña, Emblematic Group Nicola Rosa, IMB iX

VR GAME OF THE YEAR & VR EXPERIENCE OF THE YEAR

MOST CREATIVE USE OF MARKETING IN VR & BEST OUT OF HOME VR ENTERTAINMENT

Dr Jo Twist OBE, UKIE (Chair)

Dean Johnson, Bandwidth (Chair)

Nick Button-Brown, BAFTA’s Game Committee Chair & Sensible Object COO

Nathan Brown, Seeker

Andrew Douthwaite, WEARVR

Gary Glass, VR/AR Association

Daniel Corey, ImageComics

Kam Diba, Reverge VR

Dominic Collins, Jaunt VR

Sean Earley, Inscale

Josh Naylor, Unity

Kevin Williams, KWP

Jennifer Lindsey, AMD


Every concept, dream and idea in the creative world and the business world should be shown beautifully. We innovate relentlessly and partner with creative leaders to advance the art & technology of visual experience. That’s what we’re here to do.

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Image courtesy of Yuya Takeda


A BRIEF HISTORY OF VIRTUAL REALITY WRITTEN ESSAY BY BETHANY RYAN

While the term “Virtual Reality” may have been coined in the 1980s, it was over 100 years before that technology started to influence the development of VR and a decade and a half later until it would be resurrected. For the public, it would seem that this technology materialised out of thin air however, there is a rich and detailed history which explains the birth of Virtual Reality.

T

he Stereoscope is the original piece of equipment that we can compare to

headsets today. The 1849 invention allowed the users to view a pair of side by side images to create a three-dimensional image. Anyone today using a stereoscope would notice that the shape of the headset is like popular mobile viewers

THE SENSORAMA MACHINE

such as the Google Cardboard and Daydream.

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American science fiction writer, Stanley G.Weinbaum, explored the reality of VR in his short story “Pygmalion’s Spectacles” describing a pair of goggles that could transport the user

A HOLMES STEREOSCOPE, THE MOST POPULAR FORM OF 19TH CENTURY STEREOSCOPE.

to an alternate place where all senses can be presented with new, unusual stimuli. The story was published in 1935, at least 75 years before the technology became a reality. The 50s was a famous decade for exploring what the future was going to look like and every avenue of technology had been touched upon - one of those being cinemas. The Sensorama

It wasn’t until 80 years later that immersive and

was created in 1955 by Morton Heilig with the

interactive experiences were created. Edwin

machine being dubbed as “The Cinema of the

Link produced the first Flight Simulator and

Future”. It is known to be one of the first pieces

his machinery was vital for training pilots who

of multimodal tech that allowed users to interact

fought during WWII. Utilising parts from pianos,

with the contraption in several ways.

he managed to engineer faux planes that were responsible for training 500,000 pilots.


The Sensorama was the start of Morton’s journey into VR with his innovative inventions earning him the title of founding father of Virtual

Enthusiasts had become so interested in the

Reality. His most ground-breaking creation,

potential that these headsets possessed yet

The Telesphere Mask, was the first headset to

they still didn’t have a name. With further

provide 3D video as well as stereo sound and

research being targeted towards these futuristic

wide vision. A year later in 1961, head tracking

headsets, Jaron Lanier coined the term “Virtual

had been discovered with the use of magnets

Reality” in 1987.

and closed circuits. The 1990s saw the normalisation of Virtual Reality with headsets winding their way into mainstream media and arcades. In 1991, the first multiplayer arcade machine was released by The Virtuality Group and finally introduced the public to VR. Movies such as “Lawnmower Man”, 1992, utilised the concept of Virtual Reality to their advantage claiming that the technology could transform a typical man into a muscular god just using a headset.

STEREOSCOPIC TELEVISION APPARATUS FOR INDIVIDUAL USE, FILED MAY 24, 1957

37

1968 was the year that further directed VR technology to what we know today. The Sword of Damocles was a headset that was connected to a computer rather than a camera. However, the technology was still far from being user friendly as the machine was intimidatingly large and incredibly uncomfortable to use.

THE SWORD OF DAMOCLES, BY COMPUTER SCIENTIST IVAN SUTHERLAND, 1968

“THE LAWNMOWER MAN”, 1992


Capitalising on VR’s success, Sega and Nintendo spent endless amounts of money into the research of their own products. Sega was first in 1993 but never passed the prototype stage due to development difficulties. Nintendo attempted to succeed where its competitors couldn’t with The Virtual Boy which was released in 1995. The unaccommodating headset could only make use of two colours, black and red, which ultimately led to the discontinuation of the product the following year. The disappointing consumer releases in the 90s meant it would still be 20 years before the public could use a headset at home.

OCULUS RIFT DK1 The rise of smartphones during this period played a key role in the development of the headsets. Not only did the technology in the phones influence the components of early prototypes, they also allowed VR to become affordable. Not everyone could pay the astonishing prices that major headsets retailed at. Yet 1.57 Billion people owned a smartphone

38

in 2014, the same year the Google Cardboard was introduced. These mobile headsets permitted more members of the public to experience the new phenomenon.

NINTENDO’S VIRTUAL BOY, 1995

GOOGLE CARDBOARD HEADSET

VR underwent a hibernation period where it hid away from the public and researchers continued to tirelessly improve upon it. It wasn’t until 2010 where the media began to hear the words “Virtual Reality” again. As Palmer Luckey introduced us to his new creation, The

With the sales dramatically rising as knowledge

Oculus Rift, the world began to understand the

was spreading internationally, Virtual Reality

significance these headsets would play in our

had never been more popular. It was estimated

lives.

that 6.3 Million headsets were shipped out last year returning a revenue of $1.8 Billion to the VR industry. Today, popular VR headsets have been introduced into many industries including healthcare, education, and gaming, revolutionising the way we experience our lives and the world around us.


THE HISTORY OF VIRTUAL REALITY A VISUALISATION

39


1987

1995

The name “Virtual reality” was born (Jaron Lanier)

VR-32, Virtual Boy (Nintendo) A 3D gaming console that was hyped to

1961 Headsight – First motion tracking HMD (Comeau & Bryan) The Headsight incorporated a video screen for

Jaron Lanier, founder of the visual

be the first ever portable console that

programming lab (VPL), coined (or

could display true 3D graphics. It was first

according to some popularised) the

released in Japan and North America at

term “virtual reality”. The research

a price of $180 but it was a commercial

area now had a name.

failure despite price drops.

each eye and a magnetic motion tracking system,

1992

which was linked to a closed circuit camera.

1999

[Pop Culture] The Lawnmower Man (Directed by Brett Leonard)

1968 Sword of Damocles (Bob Sproull)

Formation of Linden Lab (Philip Rosedale) The company struggled to

The Lawnmower Man movie

produce a commercial version of

introduced the concept of

“The Rig”, which was realised in

The first VR / AR head mounted display

virtual reality to a wider

that was connected to a computer and

audience. It was in part based

not a camera. The computer generated

on the founder of Virtual Reality

graphics were very primitive wireframe

Jaron Lanier and his early

rooms and objects.

laboratory days.

prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept was later adapted into the personal computer-based, 3D virtual world Second Life.

40

1965

1991

1999

The Ultimate display research paper (Ivan Sutherland)

VR Arcade Machines (Virtuality Group)

[Pop Culture] The Matrix (The Wachowski Brothers)

The Virtuality Group launched

Although some previous films had

Ivan Sutherland described the

a range of arcade games and

dabbled in depicting virtual reality,

“Ultimate Display” concept

machines. Players would wear

such as Tron in 1982 and Lawnmower

that could simulate reality to

a set of VR goggles and play

Man in 1992, The Matrix has a major

the point where one could not

on gaming machines with real

cultural impact and brought the

tell the difference from actual

time (less than 50ms latency)

topic of simulated reality into the

reality. This paper would

immersive stereoscopic 3D

mainstream.

become a core blueprint for

visuals.

the concepts that encompass virtual reality today.

1993 1960

1969

The first VR Head Mounted Display (Morton Heilig)

Artificial Reality (Myron Kruegere) Developed computer-generated environments

The Telesphere Mask was the first

that responded to the people in it. This

example of a head-mounted display

led to the development of VIDEOPLACE

(HMD), albeit for the non-interactive film

technology. This technology enabled people to

medium without any motion tracking. The

communicate with each other in a responsive

headset provided stereoscopic 3D and

computer generated environment despite

wide vision with stereo sound.

being miles apart.

Sega VR headset for the Sega Genesis console (SEGA) The wrap-around prototype glasses had head tracking, stereo sound and LCD screens in the visor. Sega fully intended to release the product at a price point of about $200 at the time. However, technical development difficulties meant that the device would forever remain in the prototype phase despite having developed 4 games for this product. This was a huge flop for Sega.


2016

2013

HTC Vive released

Oculus Rift DK1 released

The HTC Vive is a virtual reality headset DK1 was intended to be used by developers and

developed by HTC and Valve Corporation.

hardcore VR enthusiasts to create VR content. It

The headset uses “room scale” tracking

was discontinued after the release of Oculus Rift

technology, allowing the user to move

DK2. DK1 was released for 300 dollars initially

in 3D space and use motion-tracked

raising funds through a Kickstarter campaign

handheld controllers to interact with the

beginning in August 2012.

environment with precision.

2017

2014

2016

Samsung has 5 million Gear VR headsets in the real world

Facebook buys Oculus

Sony PSVR released

While there may be 5 million Gear VR

The social network giant

Designed to be fully

tech company isn’t claiming that it sold

Facebook payed $400m in

functional with the

this many. The headset was bundled with

cash plus 23.1m Facebook

PlayStation 4 home video

Samsung’s phones as a free giveaway in

shares for the maker of the

game console. In certain

some places.

Oculus Rift headset, with a

games and demos for the

further $300m in incentives if

VR, the player wearing the

it hits certain milestones in the

headset acts separately

future. Making their investment

from other players without

worth $2 Billion.

the headset.

headsets in the wild, the South Korean

41

2014

2016

Google Cardboard (David Coz and Damien Henry)

Oculus Rift releases consumer version

2017

The consumer version was an

PSVR Sells over 1 million units

Google Cardboard headsets

improved version of the Crescent

were built out of simple,

Bay Prototype, featuring per-eye

low-cost components.

displays running at 90 Hz with

Google made the list of

a higher combined resolution

parts, schematics, and

than DK2, 360-degree positional

assembly instructions freely

tracking, integrated audio, a vastly

available on their website,

increased positional tracking

allowing people to assemble

volume, and a heavy focus

Cardboard themselves from

on consumer ergonomics and

readily available parts.

aesthetics.

This placed PSVR ahead of direct competitors like the HTC Vive and Oculus Rift — according to research firm SuperData, the two sold 420,000 and 243,000 units respectively by the end of 2016 — but still well back of Samsung’s Gear VR, which has sold more than 5 million units globally.

2016 2010 The first prototype of the Oculus Rift (Palmer Luckey) This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted a 90-degree field of vision that was previously unseen in the consumer market at the time.

Google releases an enhanced VR platform, Daydream, at Google I/O The Daydream View distinguished itself from previous VR head mounts by being constructed out of a lightweight cloth

2017 10 million cardboards 10 million Cardboard viewers had shipped and over 160 million Cardboard app downloads had been made

material, as well as featuring capacitive nubs and an NFC chip to simplify the process of setting up virtual reality viewing. Sources can be found on www.vrbound.com/features/history-of-virtual-reality/


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Nominations for 2018 loading... 42

AWARDS.VRBOUND.COM/NOMINATE

Celebrating outstanding achievements in the vr industry.


THE MAKING OF THE VR AWARDS 2017

Joining the VR Awards for its first year, many of those involved in the organisational foundations and production design of the awards have been a witness to the innumerable steps and procedures to reach this night. By way of insight and understanding, this informative piece written from the points of view from those involved will explore the making and production of this inspirational night, the people who make it possible and the clear mission for the future.

43


INSPIRING A PERFORMANCE THE MAKING OF A LIVE STAGE VR PERFORMANCE

When designing a production for over three

Meeting with many talented individuals

hundred, knowledgeable and experienced

and companies from across the world, a

attendees in the Virtual Reality industry,

conversation began with the team behind

it must be approached in a completely

Tilt Brush. Conversations blossomed into

different manner. VR is already evidenced

ideas, and ideas blossomed into concepts,

as a completely new medium for content

until we are met with tonight’s entertainment

consumption, which naturally means a

piece featuring the talented Tilt Brush artist in

celebration of VR has to follow suit. It had

residence, Anna Zhilyaeva.

to be targeted with precision and make use of contemplative thinking to be anything

Working closely with Anna and the Tilt Brush

meaningful to our attendees.

team, we drew on our inspiration from across the past century of achievements in our

BELOW: CONCEPTUAL SKETCHES

44


45

ABOVE: ART EXPLORATION

industry. We wanted to match the look and

It was only upon meeting the musically gifted,

feel of our current art style, videos and more

ZHL strings, who often or not can be found

importantly the sense of moving forward with

playing the lower quarters of Covent Garden

wonder.

with both passion and intensity did the music start to make sense.

Interestingly, it’s when we broach the topic of music that things become infinitely more

Combined with the wondering strokes of a

difficult. Listening through hours of both

virtual sketchbook and the vehemence of a

classical and modern music, the art was

string quartet, we knew we had a piece that

beginning to look great but something was

was ready to be performed live on the night of

still needed for the music to truly reach its

the VR Awards.

potential.


NATIVE AMERICAN Anna Zhilyaeva

46 WONDER WOMAN VR PORTRAIT Anna Zhilyaeva


BLOCKS SKYLINE Anna Zhilyaeva

47 FROM HELL WITH LOVE Anna Zhilyaeva


PIXEL PERFECT ART DIRECTION AND DESIGN OF THE VR AWARDS

we are working on,

art direction plays a key role in developing themes and atmosphere for many years to come. It is something

LATE NIGHTS POWERED BY THE DEPTHS OF FLAT WHITES SPURRED ON NEW AND CREATIVE ILLUSTRATION TECHNIQUES

that conveys a message, a

48

tone, something that sets a precedence. This requires it to be pixel perfect.

N

o matter what project

incorporated in final renders and drafts. Simple elements began to take on the form that you now see on the VR Awards night. However,

despite

a

path

being cleared for the future

art direction, one design that was in the pipeline from the beginning, and one that was always

Going through the vast array of concepts

going to take the longest, was the cover art

that took their subtle form as a drawing on

for the Book of Achievement. This in particular

a sketchpad, the VR Awards developed an

needed to be unique, independent and had to

art direction that changed in many ways

take into consideration all the themes we’ve

across the course of a year through planning

been representing to date.

and preparation. Following low-poly design principles that began life as rendered Photoshop

Inspiration from printed media from across the

elements, it quickly became apparent that the

world started to take hold, late nights powered

VR Awards needed long term, scalable imagery

by the depths of flat whites spurred on new and

that could be utilised across all types of digital

creative illustration techniques and daily director

and printed media.

feedback moulded a design that became final.

Over time, themes emerged from all corners of

With all the digital materials within arms length,

the VR Awards. From innovation and the future

it was time to pull the trigger and send over

to the retro 80’s vibes of the past that built upon

3,000 collaterals for print.

the technology. Eventually, this all became


ONE DESIGN THAT WAS IN THE PIPELINE FROM THE BEGINNING, AND ONE THAT WAS ALWAYS GOING TO TAKE THE LONGEST, WAS THE COVER ART FOR THE BOOK OF ACHIEVEMENT.

“ 49


RENDER TO RENDER THE MAKING OF VR AWARDS INTRODUCTION VIDEO

Crafting an introduction video to both highlight

In a strange occurrence, the research of this

the significance of how far our industry has

project, including historically accurate facts

come and just how far we can take it, took on

and sourcing of the hundreds of video clips

a form that developed themes far deeper than

used within the introduction video took much

we ever expected to go.

longer than the actual production and editing process.

Research for “A Brief History of VR” showed us just how many significant milestones have

For the team it was very important to find clips

been achieved for VR in this century. While

and segments that explored the many different

those innovations may not be winning awards

ways in which VR was displayed in the media

today, they were the seeds sown that have

from the earliest points possible. This meant

aided the growth and development into the

from render to render, each iteration became a

industry it is today.

clearer vision of where it needed to be, much like the progression of VR itself.

50

PROVING HOW FAR WE’VE COME, THIS VIDEO IS MOTIVATION TO CONTINUE EXPANDING THE INDUSTRY IN THE FUTURE. IF WE HAVE COME THIS FAR, WE CAN GO EVEN FURTHER. TOGETHER.


Music also proved a crucial part to establishing the right message for a progressive and uplifting video. Stumbling across many different genres of music, vaporwave made it to the top of our list until a particularly lucky discovery of unitrΔ_Δudio’s Blacknite was made on Bandcamp. This added the much needed finishing touches to the introduction video you see today.

ABOVE: UNITRΔ_ΔUDIO LOGO

51


VR AWARDS PARTNERS

Thank you to all of our partners and sponsors. The success of the VR Awards is tightly linked to the generosity and support of its sponsors and partners.

52

AMD STUDIOS

FOUNDRY

Presenting Sponsor

Key Award Sponsor

VR BOUND ENTERPRISE

WEARVR

Official Organisers

VR Experience of The Year Award Sponsor

DELOITTE DIGITAL

SUBPAC

Judging Locations Partner

Official After Party Partner

UPLOAD VR

UKIE

Official Media Partner

Official Media Partner

VR FOCUS

VR SCOUT

Official Media Partner

Official Media Partner

VIRTUAL REALITY REPORTER

VR TALK

Official Media Partner

Official Media Partner

GOOGLE

HOMIDO

Official Entertainment Partner

Official Gift Provider

ALIENWARE

BADGE BASE

Hardware Partner

Official Gift Provider


53

Let’s build the future of VR together. GOOD LUCK TO ALL THOSE NOMINATED THIS EVENING.

W W W. V R B O U N D. CO M / E N T E R P R I S E


SPECIAL THANKS

THE VR AWARDS 2017 WOULD LIKE TO THANK...

AMD STUDIOS Presenting Sponsor

FOUNDRY Key Award Sponsor

VR Bound Ceremony Organisers

54 Lloyd Griffith Ceremony Host

Jenn Duong, Simon Lumb, Dean Johnson, Steve Dann, Tom Emrich, Dr Jo Twist OBE Judging Chairs

VR Award 2017 Jurors

Google Art Performance Partner

Follow @VRAwards on Twitter with #VRAwards


CREDITS

THE VR AWARDS 2017 PRESENTED BY AMD STUDIOS

Organised and produced by VR Bound

Jamie Van Amstel

Daniel Colaianni

Kelly Wright

Executive Producer

Art Director

Communications Director

Katy Cunniffe Production Coordinator

Cato Hoeben VR Awards Voiceover

Creative Awards Ltd Awards

Ben Anna Audio/Visual Coordinator Gary Kirby Hardware Coordinator

ZHL Strings Performance Music Hilit Kolet After Party DJ Subpac After Party Audio Partner

Lloyd Griffith Master of Ceremonies Anna Zhilyaeva Entertainment Artist

Ryza Media VFX & Motion Graphics Minty Studios Graphic Design & Web Development Bethany Ryan Content Editor

unitrΔ_Δudio VR Awards Music

Experience Engine Staffing Partner Fragers Demo Partner

Badge Base Badge Gift Partner

Quentin Reytinas Event Photographer (Europe)

Homido Headset Gift Partner

Dominic Martin Event Photographer (UK)

Michael Margiannis Executive Assistant

Two by Two Video Event Videography Green Spark Productions Production Partner

Amanda Stephen Executive Assistant Jennifer Woodhouse Production Assistant Yaseen Ali-Choudhrey

Production Assistant Alchemy Live Catering

Cressida Cooper Production Assistant

Shelby Mace (F4H) Props

VR Awards Book of Achievement © 2017 VR Bound Ltd // VR Awards, Floor 3, Balkerne House, Balkerne Passage, Colchester, Essex, CO1 1PA // awards@vrbound.com // +44 (0) 1206 598 016 Printed on Di-PRO 120gsm / 250gsm. Supplied by Premier Paper Group. Although every effort has been made to ensure the accuracy of the information contained in this publication, the Publishers cannot accept liability for errors or omissions.

55


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© 2017 Advanced Micro Devices, Inc. All rights reserved. AMD, Radeon, the AMD arrow logo, Radeon FreeSync, and combinations thereof, are trademarks of Advanced Micro Devices, Inc. All other products names are for reference only and may be trademarks of their respective owners. PID# 28476


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