A look at the 360 VR LiquiMoly hot lap with John Bowe around Bathurst at the Bathurst 12 Hour in the Safe-T-Stop Lamborghini.
Sydney, Australia - Page 2 announced the launch of The Chaos Game, a Virtual Reality experience developed for TAFE Digital, launching through TAFE Connected Learning Centres (CLCs).
The Chaos Game is a gamified cybersecurity experience, based on the continuous challenges and threats faced in defending a typical corporate computer network. Players are handed a suite of tools, and asked to defend their network from a variety of threats - with an ever-increasing difficulty curve. As well as this Defense mode, The Chaos Game also includes an Attack mode - giving players a separate set of tools and asking them to attempt to compromise the network in question.
Page 2 have developed a number of different versions of the game to ensure maximum accessibility. The showcase experience was designed for Room-Scale VR - using HTC Vive headsets in dedicated play spaces at TAFE CLCs. Additionally a Mobile VR (GearVR, Google Daydream) version was designed to ensure all students have an opportunity to play.
All development work on The Chaos Game was carried out in-house at Page 2’s Sydney VR studio - from assets generation and gameplay design, to application development and deployment. Page 2 has been providing bespoke digital content creation services to corporate clients for fourteen years.
“TAFE NSW recognises that VR can immerse students in safe, realistic learning that prepares them for industry far more effectively than chalk and talk ever can” said Des Osborn, Content Hub Manager for TAFE Digital. “User testing [of The Chaos Game] showed an immediate desire for uptake – students loved the presence and function of the elements in the VR world and commented on how great the experience is.”
“The key features and outcomes we were after, we got.” continued Des. “TAFE NSW and Page 2 felt more like a cohesive team working towards the best possible outcome for TAFE NSW students, rather than merely a business supplying us with a service and end-product.”
Virtual and Augmented Reality offer huge opportunities to brands, and they’ll play a major part in the way Australians consume media in the coming years. Organisations wanting to take advantage of the space can contact Page 2 through the below details.
Many people tried out the Virtual Hot Lap experience at the Liqui-Moly Technical Training Night. Participants sat in the actual car next to virtual driver Josh Muggleton as he piloted the car on what ended up being a very eventful lap at World Time Attack 2017. Sitting in the same car that set that lap, Volksmuller's race prepped Golf GTI, added a new level of immersion.
The 3D 360 camera was originally mounted in the same location as a typical passengers head would be. This added to the feel that you were actually there. People viewing the experience could actually reach out and touch the dash, roll cage and vent controls and they were where your hands expected them to be. A new slant on mixed reality.
We at Page 2 were thrilled when RaboDirect (Rabobank) chose us to develop their first mainstream Augmented Reality app here in Australia. Rabo have a history of thinking outside the box, and the fact that they are a food and agri bank with a powerful and far reaching message when it comes to food supply, wastage and sustainability meant we actually felt good doing the job.
Working closely with Rabo, Page 2 developed the script and storyboard, and then progressed onto 3D modelling and animation. The result was a fun, engaging and interactive story that plays out on the table right in front of you using a bank note (AU, NZ, Euro) or campaign flyer for tracking.
The AR project itself was developed in Unity and output for both Apple and Android. Additionally, Page 2 developed an advanced version for Apple’s iOS 11 (AR Kit) featuring dynamic lighting and astounding AR tracking capabilities.
Download Feel Good AR from the Apple App Store or Google Play, and check it out for yourself!
An Exciting History
Page 2 has been lucky enough across the years to share in some great Rabo adventures and projects. A few examples follow:
- Development of VR and AR experiences for Rabo's Farm 2 Fork conference: https://youtu.be/QxRAoN5lWQo
- Accompanying numerous Global Farmers Masters Classes across the last five years where Page 2 took care of all video and photography:
- Coverage of the F20 food summit: https://vimeo.com/112865461
Page 2 regularly has produced live webinars for Dragonology, an online user community of Nuance’s Dragon speech recognition software. Of great benefit to Nuance, live webinars provide a forum where people can learn how to better use the software and ask live questions to the presenter. Participants also can discuss their own experiences with each other via live chat.
It’s a smart way to get in front of a lot of people across Australia and OS building a personal connection with your brand and has the added benefit of growing a solid community. Webinars are also recorded so that people can watch them at a later date.
All in all, Dragonology live webinars have provided a new level of product support to Nuance’s customers cementing their position as an innovative industry leader.
So you've heard about Virtual Reality, and how it's the next big thing. You see some people using their phones as VR Headsets, and see others holding oddly-shaped controllers and walking around. The question is: what's the difference?
Well, VR is (in general terms), split into two main categories: Mobile VR and Room-Scale VR.
First up, mobile VR is the loose term used to describe VR Headsets that rely on a mobile phone, such as GearVR (which uses a Samsung Galaxy), or a Daydream View (which uses a Google Pixel). These headsets have the massive benefit of being wireless - simply put your phone in, and you are good to go. Set up is easy, fast and these typically are the least expensive devices on offer (that are worth using). Mobile VR is great for immersive storytelling, as well as more agile VR solutions - we recently utilized 40 GearVR's at Rabobank's F2F conference (shown above). However, Mobile VR is slightly limited from a hardware perspective - there is only so much that a mobile phone can display at once! As such, Mobile VR excels in less interactive environments, and more experiential or learning environments.
On the other hand, Room Scale VR serves as the highest quality, top end-experience that VR can offer. While Room-Scale means that you have a tethered experience (in that you are connected to a powerful PC by a long cable), it also means that we can render experiences above and beyond that of Mobile VR. More importantly, however (and where the name originates) - Room-Scale VR allows you to walk around the real world, and have those movements be reflected inside of VR. This allows for the VR experience to be a perfect mirror of your complete range of motion, not only reflecting what direction you're facing. As well as this, Room-Scale VR has motion-tracked controllers that go with both major headsets (the Oculus Rift and the HTC Vive), meaning that your hands and your head are both accurately represented inside of VR. This makes for some incredibly immersive experiences, as well as new forms of interaction inside of VR. Want to sculpt in the virtual world? Collaborate with other people on a project? Pick up, move and inspect 3D pre-visualized models? All possible, with Room-Scale VR.
Now these are all, of course, temporary lines in the sand. In the next year or two, multiple headsets will be released with the portability of MobileVR, with the featureset of Room-Scale VR. By the same token, these headsets will gradually reduce in price - making the future just that much more affordable.
What is VR, or 360 video for that matter and did someone mention AR? There’s a lot of abbreviations being thrown around when it comes to Virtual Reality. In this short video we’ll show you the differences and possible uses of 360 video, Virtual Reality and Mixed or Augmented Reality.
But if you prefer to read here’s the run down in text:
Commonly mistaken as VR, 360 video is basically video that wraps around your head giving you an immersive 360 degree view from a fixed point. You can view it using your phone, or better still by using a headset. It’s great for immersing your audience into a story or situation.
VR (Virtual Reality) ramps up the immersion and lets you move around and interact with objects in a 3D environment. It’s great for trade shows, events and one to one sales consultations.
Mixed Reality, or Augmented reality (AR), lets you use a device like a tablet or AR Headset (like the Microsoft Hololens) to project graphics on to your view of real life. We see this as being great for visual design projects and extending your software applications into real life.
That’s 360, VR and AR simply put.
Page 2 have had a successful working relationship with Rabobank since 2012, during which we have covered and produced much of the video content from the Rabobank Global Farmers Master Class program. Accordingly, Rabobank felt confident in approaching Page 2 to produce an immersive 360 movie to be screened at their Farm 2 Fork conference, held on Cockatoo Island, Sydney.
The objective was to tell a story supporting the conference themes of banking for food, sustainability and innovation, all set against a backdrop of Australian farm and urban life. Utilising Virtual Reality worked very well with the innovation theme, with the immersion giving Rabobank the cut through and emotional engagement they were after.
Page 2 developed the script collaborating with Rabobank HQ (The Netherlands) and after sign off, work began in earnest. From Page 2’s engagement on the project all the way through to the finished product, took two months. The extensive amount of post-production time and subsequent render time (often using an off shore render farm) meant that this was a tight timeframe indeed.
The Farm 2 Fork movie includes a combination of CG environments and 360 video shot on location, all complemented by rich storytelling, documentary style narration and a cinematic score.
The virtual journey highlights the precarious position the world is in with a rapidly increasing population, decreasing arable land and the challenge of producing more with less. Each scene reveals something new, like the feeling of watching a huge IMAX movie to simply sitting at a farmer’s kitchen table.
The Farm 2 Fork VR movie was screened in a VR theatre space at the conference on Cockatoo Island with more than 1,300 people in attendance. The distressed industrial feel of the space somehow complemented the 40 seat VR theatre with viewers silently swivelling in their chairs to see what was around them.
The reaction? There was always a healthy queue waiting to attend the next session, with many people coming back a second or third time and quite a few excited to talk about their experience. Suffice it to say, Rabobank were thrilled with the result.
Rabobank’s Edwin Van Raalte summed up their experience with Page 2, “We wanted to take our clients on a journey from around the world literally from farm to fork and showing a traditional movie is not the way forward. The work Page 2 has been doing for us in this way, it’s not only that they have made a great Virtual Reality movie but they have actually included our emotion, the emotion of our clients and the passion for food and agri”.
Thanks for trusting such a meaningful and enjoyable project with us Rabobank!
While virtual and mixed reality are definitely new kids on the block when it comes to use by Australian corporates, organisations such as Page 2 have been preparing for the wave for quite some time. Enter the Page 2 Realities Lab!
The Realities Lab is a dedicated studio space primarily developed for the creation of VR and mixed reality content. It also doubles as an area where we can showcase and immerse clients in our latest VR projects.
The lab itself is something we’re very proud of and features massive floor to ceiling VR themed graphics designed by in-house Content Creator, Nick Watson. To ensure we had the optimal design we created a room-scale VR pre-visualisation of the entire studio, allowing us to walk around inside the space before the final graphics were sent off to be printed.
One entire wall of the lab is a glass concertina door which opens up to the outdoors. Having the ability to open up the lab adds a whole new dimension and promises for some interesting alfresco VR events in the near future.
In addition to the wall graphics and the concertina door, the realities lab also features some really great new technology. There are multiple Oculus tracking sensors around the lab allowing for room-scale VR experiences. These allow clients to literally walk around inside, and interact with their VR experience- with an unparalleled level of immersion. VR experiences are viewed through an Oculus Rift Headset, with interaction provided by Oculus Touch hand controllers – all powered by a dedicated state of the art VR PC. HTC Vive and Gear VR headsets round out the facilities on offer.
The Realities Lab is already in service here at Page 2 for development and testing of VR applications and experiences, planning and storyboarding in VR, 3D modelling in VR - and also as a VR demo space for clients.
Use of the Page 2 Realities Lab is available to all Page 2 clients, so if you’d like to experience virtual or mixed reality and want to know how it may be able to work for you, come over and experience the Realities Lab for yourself, you won’t be disappointed.
We've been testing some time-lapse cameras overnight for an up and coming job. The camera in question can record up to 3 months at time!
We'll share the video with you once it's done.
Time-lapse is a great way to show the progression of a construction project over a number of months. Once complete it is a great promotional piece to add to a case study on your website. Most importantly giving customers a sense of security in your process through social proof.