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HBO Documentary ‘We Met in Virtual Reality’ Explores the Real People of ‘VRChat’

July 12, 2022 From roadtovr

A new documentary that was filmed entirely in VR is coming to HBO later this month that focuses on the individuals and communities growing in social VR spaces.

Created by director Joe Hunting and premiered at 2022 Sundance Film Festival, We Met in Virtual Reality explores the lives of real VR users who met in VRChat and their experiences living on the platform.

VRChat is one of the most popular social VR platforms thanks to its ability to allow custom avatars and user-generated content such as rooms and experiences. The platform, which is available on Quest and PC VR headsets, is also free as well as being open to non-VR users on PC.

The film is said to reveal “the growing power and intimacy of several relationships formed in the virtual world, many of which began during the COVID-19 lockdown while so many in the physical world were facing intense isolation.”

The film follows a few people on their journey through VR, such as Jenny, an American Sign Language (ASL) teacher who’s dedicated to building a welcoming community for deaf and hard of hearing VRChat users. The film also follows a number of long distance relationships sparked and maintained in VRChat. A fitness dance instructor named ‘DustBunny’ talks about building a career in social VR dance classes.

The creators say the film has “elements of humor, serendipitous interactions and unexpected events that characterize real life.”

“We Met in Virtual Reality tenderly documents the stories of people experiencing love, loss and unexpected connection, expressing vulnerability around mental health struggles and questions about identity, offering a hyper-real journey into the human experience of an online world that may soon shape the future,” the film’s description reads.

We Met in Virtual Reality debuts on July 27th on HBO (schedule here), and will also be available to stream on HBO Max.

Filed Under: News, Social Virtual Reality, Social VR, VR chat, VR Documentary, VRChat, we met in virtual reality, we met in vr

ENGAGE Reveals First Look at ‘Link’ Metaverse Platform for Enterprise & Education

June 15, 2022 From roadtovr

ENGAGE, the XR education and enterprise metaverse company, today unveiled its Link social platform which the company calls a “fully featured corporate metaverse.”

Previously codenamed Oasis when it was first revealed in June 2021, the Ireland-based studio calls Link a “professional metaverse,” as it was designed to host persistent virtual worlds which serve as gateways to individual spaces where employees, students and individual users can interact.

The studio published a six-minute first look at Link today, shown below:

In the video, ENGAGE’s Chris Madsen takes us through the basics of the Link platform starting with ‘Central Plaza’, a jumping off point to other worlds and as well as serving as a meetup location for events. Heading through any one of the portals takes you to what the company dubs a ‘Metaworld’, or virtual persistent locations built specifically for individual businesses.

Madsen then shows off two more hubs, ‘Enterprise Plaza’ and ‘Education Plaza’, which respectively organize portals according to business and educational content.

Link also features an ‘Apartment Plaza’, which hosts configurable personal spaces for anyone who joins the platform, available as a sort of Home space not just for enterprise or education-focused users. The user’s virtual penthouse is what Madsen calls “an opportunity to have friends and family over, to socialize, hangout, watch movies and have a great time.” Besides being able to customize the apartment, Madsen shows off a ‘simulation room’ that lets you launch bespoke experiences.

This follows the studio’s €9 million (~$10.7 million) fund raise last year which spurred the creation of Link, which Engage XR said at the time would be pitched as an “opportunity for corporate users to expand their customer base and provide immersive services at a reasonable price.”

Engage is accessible via SteamVR headsets, Meta Quest 2, Pico headsets, Vive Focus Plus, in addition to desktop and mobile devices. To enquire about pricing and additional features, head over to the company’s website to learn more.

Filed Under: chris madsen, Engage, engage link, ENGAGE Oasis, engage vr, engage xr, News, Social Virtual Reality, Social VR

Meta to Merge ‘Venues’ Event Space into ‘Horizon Worlds’ Social VR Platform

May 9, 2022 From roadtovr

Filed Under: Horizon Venues, horizon worlds, Meta, News, Social Virtual Reality, Social VR, VR game

Meta’s ‘Horizon’ Social VR Platform Surpasses 300,000 Users in 3 Months

February 18, 2022 From roadtovr

Meta opened its Horizon Worlds social VR platform in December, rolling out its proto-metaverse project to Quest users in the US and Canada. During an all-hands company call this past week—where CEO Mark Zuckerberg dubbed Meta employees ‘metamates’—the company announced its Horizon platform has now exceeded 300,000 users.

Meta’s chief product officer Chris Cox made a statement during the call regarding Horizon World’s user growth, saying that the social VR platform’s userbase had ballooned by a factor of 10 since its closed beta, now accounting for 300,000 users. The news was broke by The Verge’s Alex Heath, who was first to reveal the contents of the call.

A Meta spokesperson confirmed that number, stating that it includes the base social platform Horizon Worlds and live event viewing app Horizon Venues, but not the work-focused app Horizon Workrooms.

It’s not exactly clear what the number signifies in terms of actual Horizon users; it could refer to unique visitors over the lifetime of the project since launch, or monthly active users. Still, the milestone undoubtedly highlights the sort of immediate reach Meta has as the Quest platform holder.

Meta’s deep pockets also ensured that everyone at the Super Bowl could see Horizon in action, visually telling the story of a Chuck E. Cheese-style animatronic dog who is cast away from his pals and then meets back up with them in VR, underlining the tech’s ability connect people and share unlikely experiences.

300,000 is a big number any way you slice it for a VR app, although here’s some perspective. Rec Room—arguably Horizon World’s largest competitor—announced in early 2021 that it had broken one million monthly active users in VR, half of which used Quest 2.

Like Rec Room, one of the big draws to Worlds is the ability to create custom rooms using in-app tools, to which Meta says its users have now created over 10,000 worlds. Prior to securing a $145 million funding round, valuing Rec Room at $3.5 billion, the kid-friendly platform announced in 2020 its was hosting over three million user-created levels. Meta clearly has some ground to cover.

It’s time. 10,000 worlds have already been created. Drop in and play, build or just hang out. The possibilities are endless. pic.twitter.com/VWc83PkuDV

— Horizon Worlds (@HorizonWorlds) February 16, 2022

Some of that catch-up strategy will likely entail opening Horizon up to the rest of the world, and not just Quest users in the US and Canada. It’s still not certain when that will happen.

Eventually, Meta also hopes to fuse all of its Horizon apps to make them more accessible, which could even include the ability to connect with non-VR users too. That would put Meta much closer to its goal of running its own metaverse—what you might define as an interconnected, immersive experience that allows for persistent identity, items, avatar, etc.

While that day hasn’t come yet, with Meta’s (née Facebook’s) recent pivot to the metaverse, it may arrive sooner than you think. Shareholders are counting on it.

Filed Under: horizon, horizon mua, horizon vr, horizon worlds, horizon worlds mua, horizon worlds users, Meta, meta horizon, meta horizon worlds, meta quest, meta quest 2, News, quest 2, Social Virtual Reality, Social VR, worlds

Meta’s Latest Avatar System is Finally Rolling Out to All Unity Developers

December 13, 2021 From roadtovr

Following an initial announcement eight months ago, Meta has released its latest avatar system for all Unity VR developers, including support for App Lab titles and limited support for non-Oculus platforms like SteamVR.

Update (December 13th, 2021): Meta today announced that its latest avatar system is finally available to all Unity developers. Formerly called Oculus Avatars 2.0—and now called Meta Avatars—the system brings a huge upgrade to avatar style and expressiveness compared to the company’s prior avatar systems.

The Meta Avatars SDK offers support for Unity-based VR applications on Quest and Rift, with limited support for non-Oculus platforms, like Unity VR apps built for SteamVR. Meta says that Quest apps on App Lab can make full use of the Meta Avatar SDK, just like those on the official store.

Meta Avatars aren’t yet supported in Unreal Engine, but support is expected eventually.

The company says it has built the Meta Avatar SDK “with developer needs in mind.” Developers can override the system’s positioning of avatar bodies and facial expressions if necessary to fine-tune avatar behavior for their given application.

The company also says the Meta Avatar SDK uses an interesting distributed architecture for performance. Instead of having all headsets redundantly calculate all of the positions and expressions of all avatars in a given scene, each headset performs the calculations for its own avatar and then streams that information to other participants. Developers are also free to use the system with whichever networking stack they’d like, which increases flexibility over a proprietary solution.

Oculus-based applications using the Meta Avatar SDK will use the avatar that player’s have customized through their headset’s avatar creator. SteamVR applications can use the Meta Avatar SDK, but because those apps aren’t tied to the Oculus platform players are restricted to choosing from one of 32 pre-configured avatars. In cross-play scenarios, Meta says that although non-Oculus players can’t fully configure their own avatar, they will see the fully customized avatars of Oculus players.

Documentation from the Meta Avatar SDK also includes a ‘Best Practices’ guide for developers to consider how they handle avatars within their apps.

As far as we know, the Meta Avatar system currently doesn’t support multiple avatar outfits or app-specific outfits, which means you can only have one ‘look’ at any given time. Similarly, it doesn’t appear to be possible for applications to offer their own unique outfits, accessories, or styles for players to use with their avatars within a specific app.

The original article, which overviews the preliminary release of Meta Avatars to select developers earlier this year, continues below.

Original Article (October 28th, 2021): Facebook began rolling out its latest avatars in the Oculus Avatars 2.0 update in April, which creates new default avatars for the company’s first-party social VR platform, Facebook Horizon.

In addition to being more lifelike and visually appealing than its prior releases, Avatars 2.0 is also positioned to unify the Oculus and Facebook ecosystems somewhat by bringing them to the full swath of Facebook properties including the Facebook app, Messenger, Instagram, and more.

Over the past year a number of third-party applications have worked with Facebook to adopt the system. You can already see the new avatars in Epic Roller Coasters, PokerStars VR, and Topgolf with Pro Putt, Synth Riders and ForeVR Bowling. This SDK release will allow all Quest developers to do the same thing.

In comparison to previous avatar systems created for the Oculus platform, Avatars 2.0 offers up more possibilities for customization, including customizable skin tone, hair style, face shape/markings/lines, eye shape, eyebrows, eye makeup, and more. You can also choose clothing, glasses, and body types—something Facebook says makes for one quintillion possible combinations.

The company hasn’t said exactly when to expect the Oculus Avatar 2.0 SDK, although we’ll be glued to the company’s developer blog then to give you the heads up.

Filed Under: connect 2021, facebook avatars, Facebook Avatars 2.0, Facebook Connect, Facebook Connect 2021, News, Social Virtual Reality, Social VR

Microsoft’s Metaverse Ambitions Grow as Teams Platform to Include 3D Avatars & Immersive XR Meetings

November 3, 2021 From roadtovr

Microsoft is making a strong bid to bolster its version of the metaverse as it looks to roll out 3D avatars and immersive meetings for its Microsoft Teams communication platform.

You might define the metaverse as essentially an immersive internet where virtual experiences are interoperable, and also offer a continuity of the user’s digital identity. It’s not a new idea, as fully-functional immersive social platforms have been around since even the early days of consumer VR, although the concept seems to be picking up traction now that the established names in tech are making more concrete efforts.

First announced back at Microsoft Ignite in March, Mesh allows developers to create multi-user XR applications built on Microsoft’s Azure cloud computing arm.

Now Microsoft is gearing up to offer competition to the rest of the known tech world with the announcement of Mesh for Microsoft Teams, which effectively brings those previous efforts to build cross-platform immersive spaces and 3D avatars natively to the Teams communication platform, replete with support across mobile, PC, Microsoft VR headsets, and HoloLens 2.

“The feature combines the mixed-reality capabilities of Microsoft Mesh, which allows people in different physical locations to join collaborative and shared holographic experiences, with the productivity tools of Microsoft Teams, where people can join virtual meetings, send chats, collaborate on shared documents and more,” the company says.

Coming sometime in 2022, Mesh for Microsoft Teams will offer a new ‘Immersive experience’ option which will allow Teams users to build a 3D avatar and either use it in place of a standard webcam, or selecting it as their avatar for AR or VR interactions. While Mesh for Teams is admittedly an XR-focused offering meant for live face-to-face collaboration, when used in place of a webcam (read: without an XR headset) the 3D avatar is animated to interpret vocal cues.

Image courtesy Microsoft

Mesh for Microsoft Teams will roll out with “pre-built immersive spaces to support a variety of contexts, from meetings to social mixers,” the company says. At some point, organizations will also be able build bespoke immersive spaces so colleagues can interact.

Microsoft Teams’ large enterprise usership and interoperability with its cloud infrastructure, video conferencing, and family of Microsoft 365 products automatically positions it as a strong competitor for would-be metaverse users.

Undoubtedly the company’s biggest competition is Meta (formerly Facebook), which announced last week that it was bolstering efforts to shift its business toward building its version of the metaverse, something that saw a complete rebrand of the company.

Meta launched its own work-focused immersive space back in summer. Called Horizon Workrooms the virtual collaboration platform connects both VR and video chat users in the same place, the latter of which includes support for both Zoom and Facebook video chat.

Filed Under: mesh, Microsoft, Microsoft HoloLens Apps, Microsoft HoloLens Compatible, microsoft mesh, microsoft teams, microsoft teams mesh, Microsoft VR, News, Social AR, Social Virtual Reality, Social VR, teams mesh

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