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		<title>When Will VR Go Social?</title>
		<link>https://techtrends.tech/vr-tech/when-will-vr-go-social/</link>
		
		<dc:creator><![CDATA[Alice]]></dc:creator>
		<pubDate>Tue, 22 Nov 2016 19:52:52 +0000</pubDate>
				<category><![CDATA[Tech Trends]]></category>
		<category><![CDATA[VR Tech]]></category>
		<category><![CDATA[AltspaceVR]]></category>
		<category><![CDATA[HelloVR]]></category>
		<category><![CDATA[High Fidelity]]></category>
		<category><![CDATA[Linden Lab]]></category>
		<category><![CDATA[Sansar]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[VR]]></category>
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					<description><![CDATA[<p>&#160; What are the major platforms preparing the ground to let us socialise in Virtual Reality? We talk to the major players &#8230; <a class="kt-excerpt-readmore" href="https://techtrends.tech/vr-tech/when-will-vr-go-social/" aria-label="When Will VR Go Social?">Read More</a></p>
<p>The post <a href="https://techtrends.tech/vr-tech/when-will-vr-go-social/">When Will VR Go Social?</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>&nbsp;</p>
<p><em><strong>What are the major platforms preparing the ground to let us socialise in Virtual Reality? We talk to the major players already emerging in this space.</strong></em></p>
<p>&nbsp;</p>
<p><a href="http://techtrends.tech/wp-content/uploads/2016/11/social-vr.png"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-2469" src="http://techtrends.tech/wp-content/uploads/2016/11/social-vr-1024x762.png" alt="social-vr" width="504" height="375" data-id="2469" /></a></p>
<hr /><p><em>Several VR platforms are lining up to stake their claim in the social space</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2467&#038;text=Several%20VR%20platforms%20are%20lining%20up%20to%20stake%20their%20claim%20in%20the%20social%20space&#038;related' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Virtual Reality is quickly moving beyond novelty experiences and showing its potential for enabling new types of social interaction. But which platform(s) will be the one to make that happen? What sort of experiences will they enable, and will those turn out to be the kind of experiences we actually want?</p>
<p>It’s unlikely that VR will replace social media as such. In some ways social VR has more in common with offline experiences than it does with traditional social media. In VR, people come together and have natural conversations much as they would face-to-face, rather than communicating <i>about</i> the experience or sharing snippets of it. But as VR experiences become more commonplace, they will provide content that we will want to share through social media, much like our real-world experiences do. What we will need to figure out is how this interplay between existing social platforms and VR will play out.</p>
<hr /><p><em>Virtual Reality is quickly moving beyond novelty experiences and showing its potential for enabling new types of social interaction</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2467&#038;text=Virtual%20Reality%20is%20quickly%20moving%20beyond%20novelty%20experiences%20and%20showing%20its%20potential%20for%20enabling%20new%20types%20of%20social%20interaction&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>The key question therefore is who will be “the Facebook of VR,” mainly because Facebook itself is keen to be just that, recently announcing a host of <a href="https://uploadvr.com/facebook-reveals-social-vr-features-oculus-connect-3/">new Social VR features</a> at Oculus Connect 3 (such as the ability to create “parties” and “rooms” where friends can gather together in VR), <a href="https://uploadvr.com/the-sims-get-real-rachel-franklin/">appointing Rachel Rubin</a> – who previously worked on <em>The Sims</em> – as their Head of Social VR, and earmarking a <a href="https://uploadvr.com/mark-zuckerberg-oculus-invested-250m-funding/">$250 million budget</a> to further VR development.</p>
<p>There’s still a huge opportunity for incumbents in that space though, and several platforms with big ambitions are gearing up to launch products that promise to enable user-generated content and social interaction in VR. We caught up with some of them to get a glimpse of what the virtual-social future might look like.</p>
<h4>VR as a Communication Tool</h4>
<h5>AltspaceVR</h5>
<p><a class="cboxElement" href="https://cdn.uploadvr.com/wp-content/uploads/2016/05/AltspaceVR-nightclub-1.jpg"><img decoding="async" class="alignnone size-full wp-image-16153" src="https://cdn.uploadvr.com/wp-content/uploads/2016/05/AltspaceVR-nightclub-1.jpg" sizes="(max-width: 1173px) 100vw, 1173px" srcset="https://cdn.uploadvr.com/wp-content/uploads/2016/05/AltspaceVR-nightclub-1.jpg 1173w, https://cdn.uploadvr.com/wp-content/uploads/2016/05/AltspaceVR-nightclub-1-300x216.jpg 300w, https://cdn.uploadvr.com/wp-content/uploads/2016/05/AltspaceVR-nightclub-1-768x553.jpg 768w, https://cdn.uploadvr.com/wp-content/uploads/2016/05/AltspaceVR-nightclub-1-1024x738.jpg 1024w, https://cdn.uploadvr.com/wp-content/uploads/2016/05/AltspaceVR-nightclub-1-750x540.jpg 750w, https://cdn.uploadvr.com/wp-content/uploads/2016/05/AltspaceVR-nightclub-1-16x12.jpg 16w, https://cdn.uploadvr.com/wp-content/uploads/2016/05/AltspaceVR-nightclub-1-32x23.jpg 32w, https://cdn.uploadvr.com/wp-content/uploads/2016/05/AltspaceVR-nightclub-1-28x20.jpg 28w, https://cdn.uploadvr.com/wp-content/uploads/2016/05/AltspaceVR-nightclub-1-56x40.jpg 56w, https://cdn.uploadvr.com/wp-content/uploads/2016/05/AltspaceVR-nightclub-1-64x46.jpg 64w, https://cdn.uploadvr.com/wp-content/uploads/2016/05/AltspaceVR-nightclub-1-1000x720.jpg 1000w" alt="AltspaceVR nightclub 1" width="1173" height="845" /></a></p>
<hr /><p><em>Altspace VR is betting that the future of VR experiences will center around communication</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2467&#038;text=Altspace%20VR%20is%20betting%20that%20the%20future%20of%20VR%20experiences%20will%20center%20around%20communication&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Altspace VR is betting that the future of VR experiences will center around communication, and its CEO and Founder Eric Romo believes that Google’s Daydream will be the catalyst for that to happen on a large scale.</p>
<blockquote><p>“As people get connected and have a network of VR friends, communicating with social VR could become commonplace. Most of our communication is with friends, colleagues, and family, and for specific purposes. With no indication that this will change, AltspaceVR developed a new UI (which launched in August) that makes it easier to start activities in VR with friends. Fundamentally, we are focused on people connecting with people they know to do things they would ordinarily do in real life. Have a game of chess. See a comedy show, watch some videos.”</p></blockquote>
<p>They see VR fitting in between other forms of electronic communication on one side, and in-person meetings on the other. Romo says that when you want to connect with someone you will choose the most appropriate method – which could be text, videochat, phone or VR – and there will be more interplay between them as VR becomes pervasive.</p>
<hr /><p><em>When you want to connect with someone you will choose the most appropriate method – which could be text, videochat, phone or VR – and there will be more interplay between them as VR becomes pervasive.</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2467&#038;text=When%20you%20want%20to%20connect%20with%20someone%20you%20will%20choose%20the%20most%20appropriate%20method%20%E2%80%93%20which%20could%20be%20text%2C%20videochat%2C%20phone%20or%20VR%20%E2%80%93%20and%20there%20will%20be%20more%20interplay%20between%20them%20as%20VR%20becomes%20pervasive.&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><a class="cboxElement" href="https://cdn.uploadvr.com/wp-content/uploads/2016/11/reggie-watts-altspace.jpg"><img decoding="async" class="alignnone size-full wp-image-23405" src="https://cdn.uploadvr.com/wp-content/uploads/2016/11/reggie-watts-altspace.jpg" sizes="(max-width: 1500px) 100vw, 1500px" srcset="https://cdn.uploadvr.com/wp-content/uploads/2016/11/reggie-watts-altspace.jpg 1500w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/reggie-watts-altspace-300x161.jpg 300w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/reggie-watts-altspace-768x411.jpg 768w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/reggie-watts-altspace-1024x548.jpg 1024w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/reggie-watts-altspace-16x9.jpg 16w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/reggie-watts-altspace-32x17.jpg 32w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/reggie-watts-altspace-28x15.jpg 28w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/reggie-watts-altspace-56x30.jpg 56w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/reggie-watts-altspace-64x34.jpg 64w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/reggie-watts-altspace-1000x535.jpg 1000w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/reggie-watts-altspace-1200x642.jpg 1200w" alt="reggie-watts-altspace" width="1500" height="803" /></a></p>
<hr /><p><em>Live events are a huge potential market for VR expansion</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2467&#038;text=Live%20events%20are%20a%20huge%20potential%20market%20for%20VR%20expansion&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>But while one side of Altspace VR is very much about those ordinary experiences, there is also a huge market in virtualizing extraordinary ones. Live events are a huge potential market for VR expansion; in the US alone, live music grossed nearly <a href="https://www.statista.com/statistics/491884/live-music-revenue-usa/">$10 Billion in revenue</a> last year, which shows that fans are certainly willing to pay a premium for the experience of being in the presence of their favourite artists.</p>
<blockquote><p>“The advantage of VR is that users can actually <i>do </i>things together. With our <i>FrontRow</i> technology we’re able to accommodate any number of participants simultaneously, and this has led to record-setting events.  We are seeing the entertainment industry moving to adopt social VR. For example, NBC Universal developed <a href="http://halcyon.syfy.co.uk/">Halcyon</a>, a hybrid TV/VR series to bring fans from different countries together to view the premiere and interact live in VR with cast and crew members.”</p></blockquote>
<p>VR can make such previously exclusive experiences easily available to a global audience, unrestricted by geographical location and venue capacity. This combination of unlimited reach with the sense of immediacy and personal connection – both with the artists and between fans – is what makes such social experiences so appealing.</p>
<hr /><p><em>VR can make such previously exclusive experiences easily available to a global audience, unrestricted by geographical location and venue capacity</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2467&#038;text=VR%20can%20make%20such%20previously%20exclusive%20experiences%20easily%20available%20to%20a%20global%20audience%2C%20unrestricted%20by%20geographical%20location%20and%20venue%20capacity&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<h5>VRChat</h5>
<p><a class="cboxElement" href="https://cdn.uploadvr.com/wp-content/uploads/2016/11/VRChat-Beach_Sunset.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-23404" src="https://cdn.uploadvr.com/wp-content/uploads/2016/11/VRChat-Beach_Sunset.jpg" sizes="auto, (max-width: 1916px) 100vw, 1916px" srcset="https://cdn.uploadvr.com/wp-content/uploads/2016/11/VRChat-Beach_Sunset.jpg 1916w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/VRChat-Beach_Sunset-300x162.jpg 300w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/VRChat-Beach_Sunset-768x416.jpg 768w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/VRChat-Beach_Sunset-1024x554.jpg 1024w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/VRChat-Beach_Sunset-16x9.jpg 16w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/VRChat-Beach_Sunset-32x17.jpg 32w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/VRChat-Beach_Sunset-28x15.jpg 28w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/VRChat-Beach_Sunset-56x30.jpg 56w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/VRChat-Beach_Sunset-64x35.jpg 64w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/VRChat-Beach_Sunset-1000x541.jpg 1000w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/VRChat-Beach_Sunset-1200x649.jpg 1200w" alt="vrchat-beach_sunset" width="1916" height="1037" /></a></p>
<p>Although still in alpha, <a href="http://www.vrchat.com">VRChat</a> already has hundreds of fully fleshed user-created worlds. The next step is to make that creation process much more social and accessible, giving users clear and easy ways to share that content.</p>
<blockquote><p>“We see enabling social creation and user-generated content as one of the bedrocks upon which Social VR will be built on, and want to give our users the power to completely mold their environments and avatars,” says their Chief Creative Officer Ron Millar.</p></blockquote>
<p>The focus of their roadmap – which includes a major update planned for the end of this year – is on providing highly customizable avatars and environments.</p>
<blockquote><p>“This style of democratized creation and massive social community has been proven to be incredibly powerful in games like Minecraft.  There’s nothing quite like creating in real time with other people, Social Sculpting is a ton of fun!” says Millar.</p></blockquote>
<p><a class="cboxElement" href="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Space_Meeting_02-1.png"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-23456" src="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Space_Meeting_02-1.png" sizes="auto, (max-width: 934px) 100vw, 934px" srcset="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Space_Meeting_02-1.png 934w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Space_Meeting_02-1-300x160.png 300w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Space_Meeting_02-1-768x410.png 768w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Space_Meeting_02-1-16x9.png 16w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Space_Meeting_02-1-32x17.png 32w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Space_Meeting_02-1-28x15.png 28w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Space_Meeting_02-1-56x30.png 56w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Space_Meeting_02-1-64x34.png 64w" alt="space_meeting_02" width="934" height="499" /></a></p>
<hr /><p><em>VRChat sees their product integrating into social media platforms rather than competing directly with them</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2467&#038;text=VRChat%20sees%20their%20product%20integrating%20into%20social%20media%20platforms%20rather%20than%20competing%20directly%20with%20them&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>VRChat sees their product integrating into social media platforms rather than competing directly with them, and is looking into ways of plugging into features such as Oculus Avatars, Touch and Audio SDK.</p>
<blockquote><p>“We’re observing a trend that points toward an increasing number of users sharing on social media from within VR and linking back into VR from those same social platforms. Fully connecting with social networks such as Oculus, Steam and Facebook will help further open Social VR up to a broader audience,” predicts Millar, explaining that PlayStation VR and mobile integration are also a big part of their strategy: “The release of PlayStation VR will expose a player base of over 50 million people to VR, so we expect that will also push a lot more users into Social VR.”</p></blockquote>
<p>Hardware developments such as self-contained, untethered headsets and powerful, more responsive hand controllers will accelerate the mass adoption of social VR, yet the real tipping point will only come when we’re able to feel truly present with friends in a virtual environment.</p>
<blockquote><p>“When users have the ability to convey emotion without thinking about it the magic really happens,” Millar concludes. “Imagine being able to emote with your voice, face, hands and whole body! Add to that the ability to do wild and cool things that you can only do in VR and we’re going to see a revolution of communication.”</p></blockquote>
<h4>Endless Worlds</h4>
<h5>Improbable</h5>
<p><a class="cboxElement" href="https://cdn.uploadvr.com/wp-content/uploads/2015/07/Improbable1.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-6543" src="https://cdn.uploadvr.com/wp-content/uploads/2015/07/Improbable1.jpg" alt="Improbable" width="900" height="188" /></a></p>
<p><a href="http://alicebonasio.com/vr-tech/making-the-improbable-real/">Improbable’</a>s unique feature, according to its CEO and Founder Herman Narula, is collaborative persistence. Just like in the real world, you’re all sharing the same environment, and your actions within that environment have enduring consequences. The difference, however, is that there will be a lot more environments and possibilities, a multitude of different worlds – which  users will be able to develop continuously – together. Naturally, this has significant implications for social interaction in VR. “Facebook is the social network of this reality. We want to enable thousands of new realities,” says Narula.</p>
<p>It’s about multiple worlds rather than parallel universes, however, as was keen to stress. “If we’re all in parallel universes we can have fun experiences, but we’re not truly connected. Not with the world and not with each other.”</p>
<blockquote><p>What they’re doing is, in his words, is “Building the actual Matrix.” The infrastructure under the hood to enable the building and maintaining of persistence in those types of environments. This is done through a distributed operating system called SpatialOS which harnesses the power of thousands of cloud servers in a single interwoven fabric, allowing for real-time, high fidelity simulations. “We’re talking thousands of people and millions of persistent objects, interacting in the same world, at the same time.”</p></blockquote>
<p>One of the developers they partnered with on the social space is HelloVR, which is creating a 10,000 square-mile <a href="http://www.metaworldvr.com">MetaWorld</a> described as the first-ever massive, physics-based virtual social space of its kind. It exists in a shared space, populated by all its members, with each member having their own private “volume” where they can decorate and create whatever and however they want. The computer-generated world is always on and will feature cognitive wildlife with cognitive behaviors controlled by IBM Watson.</p>
<hr /><p><em>The real tipping point will only come when we’re able to feel truly present with friends in a virtual environment</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2467&#038;text=The%20real%20tipping%20point%20will%20only%20come%20when%20we%E2%80%99re%20able%20to%20feel%20truly%20present%20with%20friends%20in%20a%20virtual%20environment&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><a class="cboxElement" href="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-23399" src="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1.jpg" sizes="auto, (max-width: 1500px) 100vw, 1500px" srcset="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1.jpg 1500w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1-300x169.jpg 300w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1-768x433.jpg 768w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1-1024x577.jpg 1024w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1-16x9.jpg 16w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1-32x18.jpg 32w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1-28x16.jpg 28w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1-56x32.jpg 56w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1-64x36.jpg 64w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1-712x400.jpg 712w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1-1000x563.jpg 1000w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1-1200x676.jpg 1200w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Hello-VR-metaworld_chess1-180x100.jpg 180w" alt="hello-vr-metaworld_chess1" width="1500" height="845" /></a></p>
<blockquote><p>“Creating a social VR experience poses new challenges like head-tracking on a massive scale, and networked physics so people can realistically interact in a persistent shared space,” says Dedric Reid, founder and CEO of HelloVR.</p></blockquote>
<p>They’re currently in closed alpha, but later in the year they will release their Pioneer Edition, aiming to get early adopters to start populating and shaping that vast environment. Visitors will be able to participate in outdoor physics simulations including: camping, fishing, farming, archery, hot air balloon flights, road trips, meditation retreats and more. An extended suite of creative tools for building and making in the MetaWorld will follow next year.</p>
<hr /><p><em>High Fidelity is an open-source platform where people can deploy their own servers, and collaboratively live-edit it simultaneously</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2467&#038;text=High%20Fidelity%20is%20an%20open-source%20platform%20where%20people%20can%20deploy%20their%20own%20servers%2C%20and%20collaboratively%20live-edit%20it%20simultaneously&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<h5>High Fidelity</h5>
<p><a href="https://highfidelity.com/">High Fidelity</a> is an open-source platform where people can deploy their own servers, and collaboratively live-edit it simultaneously. It looks and feels much like a Virtual Reality version of Second Life, but that “VRSL” vibe is no coincidence, as High Fidelity the brainchild of its founder Philip Rosedale.</p>
<blockquote><p>“We focus 100 percent on tech that enables the VR spaces to be completely under the creative control of their users,” confirms Rosedale. His vision essentially amounts to building a Virtual Reality version of the Web, and this is how he plans on eventually monetizing.</p></blockquote>
<p><a class="cboxElement" href="https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-CellScience-.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-23397" src="https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-CellScience-.jpg" sizes="auto, (max-width: 2560px) 100vw, 2560px" srcset="https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-CellScience-.jpg 2560w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-CellScience--300x160.jpg 300w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-CellScience--768x410.jpg 768w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-CellScience--1024x546.jpg 1024w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-CellScience--16x9.jpg 16w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-CellScience--32x17.jpg 32w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-CellScience--28x15.jpg 28w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-CellScience--56x30.jpg 56w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-CellScience--64x34.jpg 64w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-CellScience--1000x534.jpg 1000w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-CellScience--1200x640.jpg 1200w" alt="high-fidelity-cellscience" width="2560" height="1366" /></a></p>
<blockquote><p>“We believe that VR servers will scale to the volume of Web servers. We’re building the open source server (and client) software to enable that, and we plan to offer useful global services like marketplaces, identity systems, currency systems, and DNS/placenames. Not everyone will need or use these services, but enough people will to make it a great business for us.”</p></blockquote>
<p><a class="cboxElement" href="https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-Kevins-Concert2.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-23398" src="https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-Kevins-Concert2.jpg" sizes="auto, (max-width: 1500px) 100vw, 1500px" srcset="https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-Kevins-Concert2.jpg 1500w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-Kevins-Concert2-300x161.jpg 300w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-Kevins-Concert2-768x413.jpg 768w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-Kevins-Concert2-1024x550.jpg 1024w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-Kevins-Concert2-16x9.jpg 16w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-Kevins-Concert2-32x17.jpg 32w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-Kevins-Concert2-28x15.jpg 28w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-Kevins-Concert2-56x30.jpg 56w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-Kevins-Concert2-64x34.jpg 64w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-Kevins-Concert2-1000x537.jpg 1000w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/High-Fidelity-Kevins-Concert2-1200x645.jpg 1200w" alt="high-fidelity-kevins-concert2" width="1500" height="806" /></a></p>
<hr /><p><em>VR works differently from social media because instead of constructing and sending data over a network of connections between people, it creates 3D spaces that people can occupy together</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2467&#038;text=VR%20works%20differently%20from%20social%20media%20because%20instead%20of%20constructing%20and%20sending%20data%20over%20a%20network%20of%20connections%20between%20people%2C%20it%20creates%203D%20spaces%20that%20people%20can%20occupy%20together&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>According to Rosedale, VR works differently from social media because instead of constructing and sending data over a network of connections between people, it creates 3D spaces that people can occupy together, which makes it a lot more addictive. But for Social VR to take off, we’ll need to figure out a way to visualize social network data in 3D, and also for a high percentage of your friends and connections to be using it, which won’t be for a while yet.</p>
<blockquote><p>“It will happen in 3-4 years, when majority adoption occurs – the point where everyone feels they have to have a VR device, and use it daily,” predicts Rosedale. “This was the same thing that happened on the smart phone – apps like Facebook that required majority adoption had to wait until the latter half of the cycle. We believe that VR will ramp in similar manner because if offers great and immediate utility, both as a change in computing paradigm and in human communication. So this would suggest that, like the smart phone, we will see growth to Internet/mainstream scale (billions of users) in 7-10 years.”</p></blockquote>
<h4>Creating Your Own Experience</h4>
<hr /><p><em>Social VR will impact nearly everything, because just about everything that humans do boils down to creating a space and socializing with others</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2467&#038;text=Social%20VR%20will%20impact%20nearly%20everything%2C%20because%20just%20about%20everything%20that%20humans%20do%20boils%20down%20to%20creating%20a%20space%20and%20socializing%20with%20others&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<h5>Sansar</h5>
<p><a class="cboxElement" href="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Rooftop.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-22680" src="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Rooftop.jpg" sizes="auto, (max-width: 1000px) 100vw, 1000px" srcset="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Rooftop.jpg 1000w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Rooftop-300x169.jpg 300w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Rooftop-768x432.jpg 768w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Rooftop-16x9.jpg 16w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Rooftop-32x18.jpg 32w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Rooftop-28x16.jpg 28w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Rooftop-56x31.jpg 56w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Rooftop-64x36.jpg 64w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Rooftop-712x400.jpg 712w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Rooftop-180x100.jpg 180w" alt="sansar_rooftop" width="1000" height="562" /></a></p>
<blockquote><p>“Social VR will impact nearly everything, because just about everything that humans do boils down to creating a space and socializing with others in that context, and social VR allows us to do that without the limitations of the physical world,” says Linden Lab CEO Ebbe Altberg.</p></blockquote>
<p>With <a href="https://www.sansar.com/">Sansar</a>, he want to open up VR to people who otherwise wouldn’t be able to participate as creators and make it easy for those new creators to reach their audiences for their experiences. Social media is one obvious way for them to do that: For example, I might spot a tweet from someone I follow that points me to a YouTube video showing off a Sansar experience; I’d follow a link to go experience it in VR, and then might share a snapshot to Facebook with an invitation to friends to join me there.</p>
<p><a class="cboxElement" href="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-23401" src="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1.jpg" sizes="auto, (max-width: 1500px) 100vw, 1500px" srcset="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1.jpg 1500w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1-300x169.jpg 300w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1-768x432.jpg 768w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1-1024x576.jpg 1024w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1-16x9.jpg 16w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1-32x18.jpg 32w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1-28x16.jpg 28w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1-56x32.jpg 56w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1-64x36.jpg 64w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1-712x400.jpg 712w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1-1000x563.jpg 1000w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1-1200x675.jpg 1200w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Highlands-1-180x100.jpg 180w" alt="sansar_highlands" width="1500" height="844" /></a></p>
<hr /><p><em>Sansar allows you to replicate each experience in your own image</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2467&#038;text=Sansar%20allows%20you%20to%20replicate%20each%20experience%20in%20your%20own%20image&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Instead of creating massive persistent worlds for users to share like High Fidelity and Improbable, Sansar focuses on allowing people to make and share their own experiences, whether from scratch or copying and personalizing templates. When I had a hands-on demo of the platform last month, Linden Lab’s VP of Product Bjorn Laurin took me through the UI for the creation tool, which was extremely intuitive, even for a non-technical person. Within minutes I was able to personalize a landscape – which looked rather like the Scottish Highlands  – making rocks larger, trees smaller, adding various objects and sound effects, making the fog thicker, and changing the color and direction of the light.</p>
<p>Sansar allows you to basically replicate each experience in your own image, customize it like you want, and share it – or not – as you please. Of all the Social VR platforms I looked at, they come closest to Ernest Cline’s <i>Ready Player One </i>Oasis vision. You can have your own universe all to yourself, share it with friends, or with everyone.</p>
<p>They’re currently in creator preview, working with a small group of developer partners selected from over 10,000 applications of interest received since they announced Sansar earlier this year. They’ll be inviting further creators to join on a running basis up until the public release scheduled for early 2017.</p>
<blockquote><p>“Great content and experiences will drive adoption; ultimately VR needs to cut cords and be mobile, but right now mobile VR is not ready for immersive social VR. The start will feel a bit slow, but over several years, and within a couple of generations of new hardware, software, and content, VR is going to be huge.”</p></blockquote>
<p><a class="cboxElement" href="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Colossus-1.jpg"><img loading="lazy" decoding="async" class="alignnone size-full wp-image-23400" src="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Colossus-1.jpg" sizes="auto, (max-width: 1500px) 100vw, 1500px" srcset="https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Colossus-1.jpg 1500w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Colossus-1-300x170.jpg 300w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Colossus-1-768x434.jpg 768w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Colossus-1-1024x579.jpg 1024w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Colossus-1-16x9.jpg 16w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Colossus-1-32x18.jpg 32w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Colossus-1-28x16.jpg 28w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Colossus-1-56x32.jpg 56w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Colossus-1-64x36.jpg 64w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Colossus-1-1000x565.jpg 1000w, https://cdn.uploadvr.com/wp-content/uploads/2016/11/Sansar_Colossus-1-1200x678.jpg 1200w" alt="sansar_colossus" width="1500" height="848" /></a></p>
<hr /><p><em>Sansar already has some impressive social features, such as voice-recognition that analyzes sound to translate it into facial expression and lip-sync movements very accurately</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2467&#038;text=Sansar%20already%20has%20some%20impressive%20social%20features%2C%20such%20as%20voice-recognition%20that%20analyzes%20sound%20to%20translate%20it%20into%20facial%20expression%20and%20lip-sync%20movements%20very%20accurately&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Even in its current pilot stage, however, Sansar already has some impressive social features, such as voice-recognition that analyzes sound to translate it into facial expression and lip-sync movements very accurately (regardless of what language you’re speaking). This is similar to what Facebook is said to be deploying for <a href="http://www.theverge.com/2016/10/6/13177082/oculus-rift-avatars-vr-virtual-reality">Oculus Avatars</a>.</p>
<p>There is also an emphasis on user’s ability to monetize content.  “Sansar creators will sell virtual items to other users, sell or rent entire experiences they create, charge for entry to events, and more. In Second Life, where creators can only sell virtual items (vs. entire experiences), we’ve sustained a thriving user-to-user economy for many years.”</p>
<p>Indeed, where it comes to monetization, Altberg speaks with a certain authority. Last year alone, creators redeemed about $60 million (USD) from the Second Life economy.</p>
<p>Another area that Linden Lab has a lot of experience in bringing people together in an unfamiliar medium. At a time when the Internet was still a novelty, Second Life attracted a huge number of dedicated users. 13 years on, it still boasts a die-hard base of about a million people. Having spoken to many of them, it is clear that they have a real, emotional and enduring attachment not only to the platform, but to other users within it. And it is this sense of bonding and community that people will have to feel before Social VR becomes a reality.</p>
<blockquote><p>“Socializing in VR is an amazing experience, but if the people I want to connect with aren’t equipped to join me in VR, we’ll connect in a different way,” says Altberg. Our interview in VR was a much better experience (and certainly a lot more fun!) than just a phone call, but if you didn’t have an HMD, we would have settled for the phone. As hardware becomes more accessible and the sense that you’re missing out on something essential if you’re not participating in VR grows, we’ll hit that tipping point.”</p></blockquote>
<h5>Mixing it Up</h5>
<p>One final thing worth noting when speculating about the future direction of travel for this virtual-social landscape is that Augmented/Mixed reality will likely play a bigger part. At the moment we have neither an emerging platform nor a commercially available headset that makes this a viable proposition, but my recent <a href="http://alicebonasio.com/vr-tech/oh-lord-wont-buy-hololens/">Microsoft HoloLens demo</a> uncovered some tantalizing possibilities. Even at this early stage where social features are not a priority in their development roadmap, it is clear how you can <a href="https://uploadvr.com/hands-nasas-mixed-reality-hololens-tools/">connect headsets</a> so that different people (either in the same room or in different parts of the world) can look at the same holographic content at the same time. You can continue to see and hear both the people and environment around you even as you interact with the virtual elements.</p>
<p>The proof will be in the proverbial pudding though. The nature of such products is that you often don’t know how they’re going to be used until they go live. Since none of those platforms have actually been released to the public yet, it’s anybody’s guess which will manage to hit that Social Chemistry sweet spot.</p>
<p><a href="https://uploadvr.com/social-vr-whos-going-to-get-it-first/">This article was originally published on UploadVR</a></p>
<blockquote class="twitter-tweet" data-lang="en">
<p dir="ltr" lang="en">When it comes to social VR, there&#8217;s only one question: Who is going to &#8220;get it right&#8221;?<br />
via <a href="https://twitter.com/alicebonasio">@alicebonasio</a> <a href="https://twitter.com/hashtag/VR?src=hash">#VR</a> <a href="https://t.co/M15ySX1oG7">https://t.co/M15ySX1oG7</a> <a href="https://t.co/lj3xeCADkc">pic.twitter.com/lj3xeCADkc</a></p>
<p>— Upload (@UploadVR) <a href="https://twitter.com/UploadVR/status/801135721293545472">November 22, 2016</a></p></blockquote>
<p><script async src="//platform.twitter.com/widgets.js" charset="utf-8"></script></p>
<p>&nbsp;</p>
<p><em><strong>To find out how to leverage VR/AR/MR in your enterprise, Tech Trends offers bespoke </strong></em><a href="http://techtrends.tech/vr-consultancy/"><em><strong>Virtual Reality Consultancy support</strong></em></a></p>
<p>&nbsp;</p>
<blockquote><p><em>Alice Bonasio is a </em><a href="http://techtrends.tech/vr-consultancy/"><em>VR Consultant</em></a><em> and Tech Trends’ Editor in Chief. She also regularly writes for Fast Company, Ars Technica, Quartz, Wired and others. </em><a href="https://www.linkedin.com/in/alicebonasio/"><em>Connect with her on LinkedIn</em></a><em> and follow </em><a href="https://twitter.com/alicebonasio"><em>@alicebonasio</em></a><em> and </em><a href="https://twitter.com/techtrends_tech">@techtrends_tech</a><em> on Twitter. </em></p></blockquote>
<p>The post <a href="https://techtrends.tech/vr-tech/when-will-vr-go-social/">When Will VR Go Social?</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">2467</post-id>	</item>
		<item>
		<title>Making the Improbable Real</title>
		<link>https://techtrends.tech/tech-trends/making-the-improbable-real/</link>
		
		<dc:creator><![CDATA[Alice]]></dc:creator>
		<pubDate>Wed, 20 Jul 2016 07:00:58 +0000</pubDate>
				<category><![CDATA[Tech Trends]]></category>
		<category><![CDATA[VR Tech]]></category>
		<category><![CDATA[Andreessen Horowitz]]></category>
		<category><![CDATA[Bossa Studios]]></category>
		<category><![CDATA[Entrada Interactive]]></category>
		<category><![CDATA[HelloVR]]></category>
		<category><![CDATA[IBM Watson]]></category>
		<category><![CDATA[Improbable]]></category>
		<category><![CDATA[Matrix]]></category>
		<category><![CDATA[MetaWorld]]></category>
		<category><![CDATA[Persistent World]]></category>
		<category><![CDATA[Project Sansar]]></category>
		<category><![CDATA[Soulbound Studios]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<category><![CDATA[VR]]></category>
		<guid isPermaLink="false">http://techtrends.tech/?p=1815</guid>

					<description><![CDATA[<p>&#160; Making Virtual Reality social is all about building the right environment &#160; “Facebook is the social network of this &#8230; <a class="kt-excerpt-readmore" href="https://techtrends.tech/tech-trends/making-the-improbable-real/" aria-label="Making the Improbable Real">Read More</a></p>
<p>The post <a href="https://techtrends.tech/tech-trends/making-the-improbable-real/">Making the Improbable Real</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>&nbsp;</p>
<p><em><strong>Making Virtual Reality social is all about building the right environment</strong></em></p>
<p>&nbsp;</p>
<blockquote><p>“Facebook is the social network of this reality, but we want to enable thousands of new realities where people can socialize,”</p></blockquote>
<p>Herman Narula, founder and CEO of Improbable, might be smiling as he says it, but he is very serious indeed about his company’s ambitions to take over the social VR space. Fresh out of one of the strangest VR experiences I’ve had, that started to make sense. The demo had involved me donning a HTC Vive headset and entering the <a href="http://www.metaworldvr.com">MetaWorld</a>. In this cheery, cartoon-like environment I met Dedric Reid, Founder and CEO of Berkeley-based <u>HelloVR</u>, who are partnering with Improbable in building the first of these alternative social realities.</p>
<p>As Reid appeared before me in the shape of a beardy head floating above Mickey-mouse-like gloved hands, we took our places across from each other at a chess board. I took a moment to marvel at the realistic physics of the game, where it really felt like I was holding the pieces in my hand. But as fun as that was, the most interesting thing was how it felt like I was really sharing that space with Reid &#8211; who was talking to me from San Francisco at what was for him 6:00am &#8211; much more so than with the 3 people in London who were physically in same room as me. In fact, when they spoke, THAT felt like the intrusion of a weird, other-worldly presence. My reality was very much the virtual one.</p>
<p><a href="http://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-5.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-1823" src="http://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-5-1024x677.jpg" alt="Improbable VR Office-5" width="535" height="354" data-id="1823" srcset="https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-5-1024x677.jpg 1024w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-5-300x198.jpg 300w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-5-768x508.jpg 768w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-5.jpg 1200w" sizes="auto, (max-width: 535px) 100vw, 535px" /></a></p>
<blockquote><p>“Creating a social VR experience poses new challenges like head tracking on a massive scale, and networked physics so people can realistically interact in a persistent shared space,”</p></blockquote>
<p>explained Reid even as he expressively moved his virtual hands to emphasise the point. The next step in improving that would be to figure out efficient ways of incorporating face tracking, to give avatars more realistic and responsive expressions. There’s even scope for using your tone of voice to convey your mood in the virtual world (they do say you can hear a smile or a frown over the phone, so perhaps that could work.)</p>
<hr /><p><em>Creating social VR experiences poses new challenges like head tracking on a massive scale and networked physics</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D1815&#038;text=Creating%20social%20VR%20experiences%20poses%20new%20challenges%20like%20head%20tracking%20on%20a%20massive%20scale%20and%20networked%20physics&#038;related' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>But even at this basic level the experience is pretty powerful. If I turn my head, the sound of Reid’s voice fades, so that I automatically turn back from my inspection of the pitched tent behind me. We “walk” over to the campfire together, and as we get there the sparks float around his avatar, not through it, so that his face, which looks nothing at all like a real person, very much feels like one. The other strange thing is that, unlike with a phone conversation, I don’t find myself holding even a vague mental picture of what the person might actually looks like. The avatar gives my brain enough of a visual anchor, so I just focus on what they are saying. It opens up some really interesting possibilities for using avatars in meetings and interview situations to avoid bias based on physical appearance, for example.</p>
<hr /><p><em>The avatar gives my brain enough of a visual anchor, so I just focus on what they are saying</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D1815&#038;text=The%20avatar%20gives%20my%20brain%20enough%20of%20a%20visual%20anchor%2C%20so%20I%20just%20focus%20on%20what%20they%20are%20saying&#038;related' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><a href="http://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-1825" src="http://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-3-1024x627.jpg" alt="Improbable VR Office-3" width="652" height="399" data-id="1825" srcset="https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-3-1024x627.jpg 1024w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-3-300x184.jpg 300w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-3-768x470.jpg 768w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-3-80x50.jpg 80w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-3.jpg 1200w" sizes="auto, (max-width: 652px) 100vw, 652px" /></a></p>
<p>This is not about fancy graphics, at least not yet. What HelloVR are showcasing is the power of simultaneous presence in persistent worlds. Persistence translates into worlds which remember your actions, and where those actions continue to shape the world even after you leave. On our virtual chess board, for example, the knights were facing the wrong way because Callum – who had set up the demo and was admittedly not big on chess – had placed them that way. That did as much to bring the environment to life as all the impressive physics around it. The world was further enhanced by realistic flocks of birds flying past at what felt like random intervals, all controlled by IBM Watson. These mechanics will scale up to cover nearly 10,000 square miles of this virtual world, all of which will be “always on” with something always happening whether or not users are there to see it.</p>
<hr /><p><em>What HelloVR are showcasing is the power of simultaneous presence in persistent worlds</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D1815&#038;text=What%20HelloVR%20are%20showcasing%20is%20the%20power%20of%20simultaneous%20presence%20in%20persistent%20worlds&#038;related' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>This massive scaling is enabled by Improbable’s distributed operating system <em>SpatialOS</em>, which can harness the power of hundreds or even thousands of cloud servers in a single interwoven fabric, enabling real-time high-fidelity simulations without loading screens or artificial gateways.</p>
<p><a href="http://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-9.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-1820" src="http://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-9-1024x898.jpg" alt="Improbable VR Office-9" width="451" height="396" data-id="1820" srcset="https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-9-1024x898.jpg 1024w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-9-300x263.jpg 300w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-9-768x674.jpg 768w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-9.jpg 1200w" sizes="auto, (max-width: 451px) 100vw, 451px" /></a></p>
<blockquote><p>“The promise of VR is half about the devices and the immersion and half about the world and its meaning, but nobody is solving the problem of making that world come to life,” says Narula. “The Matrix is two pieces, and the other part of it is the actual Matrix.”</p></blockquote>
<p>And that is the key to what makes Improbable so exciting. They are making the under-the-hood infrastructure that will enable not only individual VR experiences, but for us to build and share those experiences collaboratively, over time. So instead of building lots of mirror-image parallel universes that don’t talk to each other, you have massive persistent environments populated by creatures and objects over which you (and all the other players in that world) have direct influence. If you cut down a tree, it stays cut. If someone else kills an animal, you can stumble across the decomposing carcass, unless it’s been carried away by scavengers. In other words, instead of focusing just on making spaces, they’re building <em>timespaces</em>, where this sense of actions taking place persistently over time affords a real feeling of presence and permanence, and since this is the way we perceive our own reality, it follows that the latter feels that much more immersive.</p>
<hr /><p><em>This massive scaling is enabled by Improbable’s distributed operating system SpatialOS</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D1815&#038;text=This%20massive%20scaling%20is%20enabled%20by%20Improbable%E2%80%99s%20distributed%20operating%20system%20SpatialOS&#038;related' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<blockquote><p>“This is fundamentally a new technology. We’re talking about thousands of people and millions of objects interacting dynamically in the same world,” explains Narula. “These are massive infrastructure issues that no one developer is able to solve. When you scale a game in that way, we’re enabling a type of parallel computation across thousands of cores that simply hasn’t been possible before. Yes we’ve made it more accessible so that developers can easily build content on the platform, but we’ve also moved the goalposts in what it is those developers can do.” This is perhaps why Improbable has attracted such interest, recently securing $20 million Series A funding from Andreessen Horowitz and growing to over 100 employees.</p></blockquote>
<hr /><p><em>The promise of VR is half about the devices and the immersion and half about the world and its meaning</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D1815&#038;text=The%20promise%20of%20VR%20is%20half%20about%20the%20devices%20and%20the%20immersion%20and%20half%20about%20the%20world%20and%20its%20meaning&#038;related' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>The fundamental test, Narula explains, is what he calls the “Gibson Threshold”, named after science fiction author William Gibson. The key to achieving this threshold is consistency rather than realism, by creaeting a world so persistent that it starts to matter (<em>really</em> matter) to you. “When we get to the point where we ask someone whether their imaginary house matters to them as much as their real one, and they start to hesitate, you know you’re nearing that threshold,” says Narula. And you only get there by building an environment where your actions have consequences, and where you feel that you have real influence over others and the world which you share. That sense of connectedness is – perhaps unsurprising – the holy grail to making VR experiences immersive, compelling and social.</p>
<p><a href="http://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-1824" src="http://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-4-832x1024.jpg" alt="Improbable VR Office-4" width="397" height="489" data-id="1824" srcset="https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-4-832x1024.jpg 832w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-4-244x300.jpg 244w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-4-768x945.jpg 768w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-4.jpg 975w" sizes="auto, (max-width: 397px) 100vw, 397px" /></a></p>
<hr /><p><em>Creating a sense of connectedness is the holy grail to making VR experiences immersive, compelling and social.</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D1815&#038;text=Creating%20a%20sense%20of%20connectedness%20is%20the%20holy%20grail%20to%20making%20VR%20experiences%20immersive%2C%20compelling%20and%20social.&#038;related' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>So, is Improbable building Ernest Cline’s <em>Ready Player One</em> “Oasis”?</p>
<blockquote><p>“Well, sure,” laughs Narula, but the key difference that in the book you only had one Oasis, and we’re going to build lots of them, each with its own look, feel and rules.” These worlds will all be build on the Improbable <em>SpatialOS, </em>so will still be able to share elements between them where it makes sense.</p></blockquote>
<p>He’s right. Even at this early stage there are already several of those worlds being built. In addition to <em>MetaWorld</em> they are working with <a href="http://www.rebelhorizons.com/press/">Entrada Interactive</a> (<em>Rebel Horizons), </em><a href="http://soulboundstudios.com/">Soulbound Studios</a> (<em>Chronicles of Elyria)</em> and <a href="https://www.worldsadrift.com/">Bossa Studios</a> (<em>Worlds Adrif</em>t). We got a sneak preview of that last one in the improbable office and it looked quite impressive.</p>
<blockquote><p>The environment in <em>Worlds Adrif</em>t is, I’m told, roughly the size of Israel. But unlike other massive worlds, in this one every single part of it is reachable, changeable, and open for exploration. There is something distinctly otherworldly about knowing that “out there” really does exist, says Narula, “there are no loading tricks or fake backdrops or locked doors: if you can see it, you can travel to it.”</p></blockquote>
<p><a href="http://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-10.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-1819" src="http://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-10-1024x683.jpg" alt="Improbable VR Office-10" width="646" height="431" data-id="1819" srcset="https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-10-1024x683.jpg 1024w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-10-300x200.jpg 300w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-10-768x512.jpg 768w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-10.jpg 1200w" sizes="auto, (max-width: 646px) 100vw, 646px" /></a></p>
<p>He points to a cloud in the middle of the sky in the game, and tells me that any player can travel to it if they wish. Granted, they’ll still need to build a ship powerful enough to take them there, but luckily a developer on the workstation around the corner was doing precisely that as we spoke. On his screen the complex-looking engine pieces were coming smoothly together, and it looked like it might indeed fly.</p>
<blockquote><p>Narula believes there will be an explosion in new VR projects on the platform, helped by the fact that they’re open sourcing it. “All of the code for <em>Worlds Adrift</em> has been made Open Source, the first MMO to have done that,” he says.</p></blockquote>
<p><em>MetaWorld</em> is currently on closed alpha, with a Pioneer Edition expected later in the year, which will let users who <a href="http://www.metaworldvr.com">sign up for early access</a> take part in outdoor simulations including camping, fishing, farming, archery, hot air balloon flights and even meditation retreats (watching the birds flock above was quite relaxing, so I can see that working). Next year they will make a suite of creative tools available for users to start building their own experiences, using a ‘MetaBlox’ toolkit. The idea is that they will be able to do this either alone or collaboratively, and build things over time as there will be no “world wipes” to free up server space. And although it worked very smoothly on the HTC Vive, <em>MetaWorld</em> will be platform agnostic and available on other devices such as Oculus and PlayStationVR as well as non-VR users on standard computers and mobile devices.</p>
<hr /><p><em>The Matrix is two pieces, and the other part of it is the actual Matrix</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D1815&#038;text=The%20Matrix%20is%20two%20pieces%2C%20and%20the%20other%20part%20of%20it%20is%20the%20actual%20Matrix&#038;related' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>It remains to be seen how this compares to other initiatives such as <a href="http://techtrends.tech/virtual-reality/ready-player-learn/">Project Sansar</a>, currently being developed by Second Life creators Linden Lab, which is also set to start opening up its platform to early adopters later this year. There is huge momentum building around social VR and user-generated content, however, and it will be interesting to see who gets a head start in that arms race.</p>
<hr /><p><em>There is huge momentum building around social VR and user-generated content</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D1815&#038;text=There%20is%20huge%20momentum%20building%20around%20social%20VR%20and%20user-generated%20content&#038;related' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><a href="http://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-11.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-1818" src="http://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-11-1024x807.jpg" alt="Improbable VR Office-11" width="622" height="490" data-id="1818" srcset="https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-11-1024x807.jpg 1024w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-11-300x237.jpg 300w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-11-768x606.jpg 768w, https://techtrends.tech/wp-content/uploads/2016/07/Improbable-VR-Office-11.jpg 1200w" sizes="auto, (max-width: 622px) 100vw, 622px" /></a></p>
<p><em><strong>Tech Trends’  </strong></em><a href="http://techtrends.tech/vr-consultancy/"><em><strong>Virtual Reality Consultancy services</strong></em></a><em><strong> offers support for companies looking to enhance brand strategy with immersive technologies such as Virtual, Augmented and Mixed Reality</strong></em></p>
<p>&nbsp;</p>
<blockquote><p><em>Alice Bonasio is a </em><a href="http://techtrends.tech/vr-consultancy/"><em>VR Consultant</em></a><em> and Tech Trends’ Editor in Chief. She also regularly writes for Fast Company, Ars Technica, Quartz, Wired and others. </em><a href="https://www.linkedin.com/in/alicebonasio/"><em>Connect with her on LinkedIn</em></a><em> and follow </em><a href="https://twitter.com/alicebonasio"><em>@alicebonasio</em></a><em> and </em><a href="https://twitter.com/techtrends_tech">@techtrends_tech</a><em> on Twitter. </em></p></blockquote>
<p>The post <a href="https://techtrends.tech/tech-trends/making-the-improbable-real/">Making the Improbable Real</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
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