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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.
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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
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Innovativity
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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
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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
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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
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Planning and research
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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
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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
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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
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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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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
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.
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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