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2201, 2017

Alien: Covenant is getting its own virtual reality experience

Judging from the trailer we saw last month, Ridley Scott’s upcoming Alien: Covenant is going to be a gory return to the franchise’s horror roots — and audiences will be able to step into its world with a new virtual reality experience, as well. 20th Century Fox has announced it is developing a VR experiences based around the film, following the pattern it established with its experience for Ridley Scott’s last film, The Martian. To be directed by David Karlak, the project will be a collaboration between Scott’s RSA Films, the virtual reality production house MPC VR, and the Fox Innovation Lab — Twentieth Century Fox’s in-house VR and immersive experience division. Described as a “dread-inducing journey into the depths of the Alien universe,” the project will be released this year, though further details on platforms and distribution strategy haven’t been announced as of yet.

2101, 2017

Virtual Reality Meetings Will Shake Up Office Culture in 2017

Technology promised a beautiful telecommuting future, where pajamas serve as work attire and our couches replace cubicles. According to the Bureau of Labor Statistics though, the percentage of workers who did some or all of their work from home hasn’t really changed much since it started keeping track in 2003, rising from 19 to 24 percent. And who wants to bet those numbers lean harder on the “some work” rather than the “all?” Bosses want to see staff working, understandably, but what if workers could be at home and the boss could also see that they were plugging away in a virtual reality office? Worker avatars could sit in a simulated office next to co-worker avatars, each before virtual screens showing their real work. No one’s going to fight over the thermostat in that office.

2101, 2017

Why Virtual Reality May Become Part of Your Job

For football teams, time is an extremely precious commodity. Whether at the collegiate or professional level, league rules restrict how long players can spend on the practice field, getting every pass, blitz, and block right before game time. As a former player for Stanford University, Derek Belch knows these limitations well. So two years ago, he co-founded STRIVR Labs, a startup that uses virtual reality. Players can run VR simulations to rehearse specific formations, and coaches can get a first-person view of what their quarterbacks or running backs experience during a play. For the 10 college and six NFL teams now deploying STRIVR’s VR technology, it means being better prepared for on-field action without having to spend extra man hours on the field.

2001, 2017

‘Planet of the Apes’ Is Getting a Virtual Reality Experience

The “Planet of the Apes” franchise is getting its own virtual reality experience: 20th Century Fox’s Innovation Lab is making an experience that will let players cross the species line, and band together with other apes in their fight against humans. Fox Innovation Lab showed a first short of the title at a press event at CES in Las Vegas Wednesday night. In that preview, which only consisted of a part of one scene of the entire experience, users faced another ape, which included a lot of chest bumping. The demo was set up on an Oculus Rift headset; Fox didn’t reveal much further about the title, but it is expected to become available on other high-end virtual reality headsets as well. And it’s definitely going to be a lot longer than this first demo — Fox Innovation Lab execs have repeatedly said that they’re looking at VR as a commercial opportunity and a way to expand storytelling, and not just a promotional vehicle.

2001, 2017

Can video games help children become active?

A new line of “exergaming” products for mobile phones and gaming consoles may be motivating an increasingly sedentary generation of children toward better health. Exergaming, or technology-driven physical activity, emerged around 2005 with video games such as “Wii Fit” and “Dance Dance Revolution,” which required players to jump and dance on an attachable mat with the results shown on screen. As technology advanced, games such as “Xbox Kinect” began to include cameras and motion sensors so that players could move more freely. Children typically burn between four and seven calories per minute playing such games, according to a report from the Entertainment Software Association. That’s slightly more than what they’d burn walking at 3 mph on a treadmill.

1901, 2017

What Can Virtual Reality Bring To Art?

Is it possible to turn the virtual into reality? This is the theme we drew on for the Virtually Real project which will open to the public at the Royal Academy on 12th January. Faramawy, a Royal Academy Schools alumni and Jetpacks, a current student reveal our experiences creating the world’s first 3D printed artwork, made in virtual reality

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