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The Infinite wasn’t my first instance of traveling miles to try a virtual-reality adventure since the world reopened. But it was the most epic.

A massive installation that lets you explore a life-size, virtual replica of the International Space Station, The Infinite is the largest in-person VR exhibit of its kind. And as the world haltingly reopens amid COVID-19 flareups, The Infinite also comes complete with ultraviolet sterilization stations for its headsets, ridding them of germs before you lash one to your face. 

Just as Netflix thrived while movie theaters imploded, the pandemic polarized virtual reality’s fortunes. VR flourished in living rooms, but lockdown and social distancing devastated in-person, location-based VR. 

Yet, the recent success of The Infinite, which has toured two cities and plans to open in as many as three more before the year’s out, isn’t an anomaly. Other in-person VR businesses have reported activity near and sometimes exceeding pre-pandemic levels. These may not be the first places that come to mind when you’re hit with the hype of the metaverse. But if you want to get a brush with how it will literally feel, location-based VR is one of the first places you should go.  

The metaverse — whatever it is now or ever shall be — is a convergence of several technologies, VR key among them. It’s not incidental that the current buzz around the metaverse was ignited by the owner of VR’s most popular headset, Oculus. And thanks to touch points from sci-fi imagination like Ready Player One, VR is one of the foundations to how many average folks envision the metaverse’s future consummation. 

Two VR gamers stand in a black treadmill apparatusTwo VR gamers stand in a black treadmill apparatus

Virtuix’s Omni multidirectional treadmills hold you place while you can roam freely virtually. 


Virtuix

You already can strap on a real-world likeness of Ready Player One’s fictional “haptic feedback suit,” mimicking the physical sensations of a virtual reality. And you can try a run on something like its “omnidirectional treadmill,” letting you walk to infinity without moving anywhere. 

You just can’t have them at home, at least not without breaking the bank. Instead, they’re at location-based experiences. 

“It’s the frontier of what’s possible,” Kent Bye, the host of the Voices of VR podcast, told me. “And location-based entertainment is always pushing the edge.”

Proving ground 

Because of its limit-testing nature, location-based VR experiences differ wildly. The Infinite is one example. It can take the form of high-end VR “theaters” operated by the likes of Dreamscape or a social competition room — VR’s version of laser tag. At the other end is a VR game you might play at a Dave & Buster’s while the rest of the arcade pings and plinks in the background.  

But whether it’s a “ride” at a theme park or elaborately immersive art exhibited at the Sundance Film Festival, location-based VR is virtual reality you experience outside your own home. You’re there with other people, using hardware and other architecture bespoke for that specific simulated escapade. 

One advantage of building custom-tailored virtual-reality experiences is they can incorporate boundary-pushing technology that’s out of reach for a normal person. 

“These location-based, immersive venues can afford to go get that technology, to give people an opportunity to test it out,” said Dan Eckert, managing director of PwC’s innovation AI and emerging technologies consultancy. Nobody is going to craft a specialized system in their home to waft heat and smoke while their virtual Star Wars skiff rides over a lava planet, he noted. But some location-based experiences can — and do.

A man wears a VR headset and a technological bodysuitA man wears a VR headset and a technological bodysuit

The Teslasuit is a haptic-feedback apparel that buzzes you with physical stimuli linked to a virtual world.


Teslasuit

The Teslasuit (no relation to Elon Musk) isn’t far off from Ready Player One’s imagined haptic feedback coveralls. Virtuix’s Omni multidirectional treadmills, which let you run around in VR while you stay in place, have been shipped to 500 locations worldwide, the company says. 

“Location-based entertainment is a proving ground for the cutting edge of immersive technologies that are too expensive for consumers to have,” Bye said. 

One of my personal favorites was a breath-measurement belt I’ve only seen once at the Tribecea Film Festival in 2016. Pointing your gaze in whatever direction you wanted to go in otherworldly underwater VR surroundings, you propel yourself forward based on how deeply you breathed. This peacefully gamified mission put me in a meditative pattern of deep breathing that calmed the prickliest edges of my nervous system and brought me to a mind-tingling zen state.

These experimental peripherals ebb and flow. Some make a foothold as VR attractions, like Virtuix with Omni, and others disappear, like my deep-breathing belt. But they still offer you the chance to encounter what the metaverse future may feel like.  

“VR has come and gone in the location-based entertainment industry a few times, and each time the technology just wasn’t ready,” said Bob Cooney, a location-based entertainment industry expert who mentored companies like Virtuix and Zero Latency. By 2019, VR had won over location-based entertainment operators, leading to a spike in adoption, he said. 

“And then everything just shut down.”

Filling a void

Pandemic lockdowns illuminated the appeal of at-home consumer VR, most represented now by the Oculus Quest. When we couldn’t go anywhere or be near anyone, these slightly uncomfortable boxes strapped to your face didn’t seem so silly. They offered the virtual respite to travel to far flung lands or simulate the feeling of gathering close with other people. 

People wear VR headsets, haptic vests and laser gunsPeople wear VR headsets, haptic vests and laser guns

Sandbox VR filed for bankruptcy protection in the US after the pandemic hit, but it re-emerged and has reported activity beating pre-pandemic levels. 


Sandbox VR

Ramon T. Llamas, a research director with IDC, estimates 1.8 million virtual-reality headsets shipped in the US pre-pandemic in 2019. Those shipments rose to 2.8 million in 2020, as pandemic-driven demand clashed with its supply-chain constraints. But in 2021, as production caught up, shipments more than doubled to 5.7 million. 

But sectors of location-based VR, like all out-of-home entertainment, were devastated. Sandbox VR, a chain of 600-square-foot rooms to host six people in battling virtual zombies or visiting Star Trek planets, was backed by the likes of Justin Timberlake and Katy Perry. Its US subsidiaries filed for bankruptcy protection in August 2020. The Void, a similar venture once allied with Disney to put fans inside immersive worlds from Star Wars and Marvel blockbusters, defaulted on its loans around the same time. More than one of The Void’s landlords auctioned off its equipment as abandoned property, according to Protocol. 

As the world has reopened, though, location-based VR has bounced back. Beyond experiences like The Infinite kicking off multicity tours, Sandbox VR has re-emerged from bankruptcy protection and seen ticket sales exceed pre-pandemic levels. The Void, which in a twisted joke of fate was literally rendered void by COVID, is aspiring for a comeback, having reportedly rounded up $20 million to relaunch this year. 

Inevitably, technology will progress to give people refined and affordable versions of next-level immersive elements in their homes that are currently the domain of location-based experiences. But the experts I spoke with don’t anticipate the attraction for shared experiences will extinguish. 

As Eckert puts it, movie theaters didn’t disappear when television was invented. A cinema’s surround sound and big screen continue to allure us, as does the social gratification of going to the movies with a pal or laughing along with the crowd in the darkness. 

“In VR, that [social fulfillment] is the ‘killer app,'” Eckert said. “Yes, you can go out and go dancing by yourself. But it’s always so much better to go with your friends.” Enjoying VR — at least until presence in VR advances beyond kludgy cartoonish avatars — lines up with these same human urges for shared physical togetherness. 

People in headset step into a dark open space dotted with green lightsPeople in headset step into a dark open space dotted with green lights

The Infinite has a room bigger than a basketball court where as many as 150 people an hour can freely roam a virtual model of the ISS. 


Felix & Paul

The Infinite exists because its creators felt this urge too. When the first VR recordings from the ISS were beamed back to Earth, “we were just genuinely blown away by the emotional power of that footage,” said Félix Lajeunesse, the cofounder and creative director of Felix & Paul Studios, which spearheaded the ISS project. 

The ISS footage is already an Emmy-award winning VR series called Space Explorers, but the company felt duty bound to make it available beyond just the gamers and early adopters who already had VR on hand. 

With a location-based communal experience, he said, “we wanted to share it with the world.” 

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In-screen ultrasonic fingerprint readers could soon be coming to a lot more phones. Qualcomm on Tuesday said it has partnered with BOE to bring the chip maker’s in-screen fingerprint sensor technology to BOE’s displays. The two plan to “develop innovative display products featuring Qualcomm 3D Sonic ultrasonic fingerprint sensors.”

BOE is the world’s second largest smartphone OLED display maker after Samsung. The Chinese company’s panels have been used in foldable phones like Huawei’s Mate XS and Motorola’s Razr, as well as devices from Oppo, Nubia and various other handset makers. 

By partnering with BOE, Qualcomm immediately gets a bigger customer base for its in-screen fingerprint sensor technology — and it gets a big partner in the key Chinese market. The collaboration will also make it easier and faster for handset companies to use the technology in their foldables. So far, only Samsung has released phones that use Qualcomm’s 3D fingerprint sensor.

Qualcomm and BOE said the partnership won’t just include phones but will also extend to XR (a combination of virtual reality and augmented reality) and smart home devices. 

“Based on the collaboration, BOE will offer integrated displays with Qualcomm 3D Sonic fingerprint sensors to its customers,” the companies said. They expect devices using the technology to go one sale in the second half of 2020. 

As phones get slimmer and sleeker, companies have been looking for ways to cram a bigger screen into a smaller package without carving out space for a fingerprint sensor. Apple has relied on its Face ID to unlock its latest devices instead of a physical fingerprint reader, while other companies have used things like iris sensors or fingerprint sensors on the back or sides of devices. Some have explored ways to put a fingerprint sensor underneath the front display itself. 


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A shaky start

In 2018, Qualcomm introduced its fingerprint sensor that used sound waves to map the ridges on your finger and unlock your phone. It declared it to be faster and more secure than face unlock technology from companies like Samsung and other fingerprint technology that uses optical sensors to essentially take a photo of a user’s fingerprints. 

Samsung jumped on board with Qualcomm’s 3D Sonic Sensor and introduced it in last year’s Galaxy S10 and Galaxy Note 10 lineups. It removed the fingerprint reader it had placed on the back of its devices and also ditched its iris scanner in favor of Qualcomm’s technology. The ultrasonic fingerprint reader sat underneath the display, letting Samsung stretch the screens across the entire front of its devices. 

See also

The only problem was the 3D Sonic Sensor didn’t quite live up to its promise. Tech reviewers complained about the slow unlock speeds and difficulty they faced placing their finger on the exact right spot. Then in October, a British woman discovered a flaw that let anyone’s fingerprint unlock a Galaxy S10 smartphone. All she needed was a $3 silicone screen protector. Samsung and Qualcomm worked together to issue a software update to patch that vulnerability.  

Qualcomm two months later introduced a new version of its fingerprint sensor, called the 3D Sonic Max. The 3D Sonic Max’s fingerprint recognition area is 17 times larger than its predecessor, which means a user doesn’t have to precisely place their finger over the small sensor to unlock a phone. And handset makers can implement authentication that requires two fingers, something that makes a device more secure. While the sensor is bigger, it’s not faster than its predecessor, which has long been a complaint of in-screen fingerprint readers.

Samsung’s Galaxy S20 lineup, which hit the market in March, uses Qualcomm’s fingerprint sensor technology.

See the Galaxy S20’s best tips and tricks

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Your next smartphone might have a fingerprint sensor built in to the screen.

Shipments of phones using the technology will hit 100 million by 2019, according to a report out Wednesday from financial services firm IHS Markit. That’s more than ten times the 2018 forecast of 9 million.

Under-display fingerprint sensors “allow phones to have full-screen displays with an invisible fingerprint feature,” IHS Markit said in a statement. Companies like Apple, Samsung and Huawei have focused on providing phones with edge-to-edge displays. A fingerprint reader integrated into the screen allows phone vendors to shrink bezels while still keeping biometrics like the fingerprint reader conveniently located on the phone’s face. 


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But 100 million phones with this type of technology is a humongous leap. There are only two phones you can buy with in-screen fingerprint readers: the Vivo X20 Plus UD, which sells primarily in China, and the Porsche Design Huawei Mate RS, a limited-edition model with three cameras on the back that sells for the equivalent of $2,100, £1,500 and AU$2,700.

Right now, phones with in-screen fingerprint sensors are a trend waiting to happen. For the past year, both iPhones and Samsung phones have been rumored to add the technology. Analysts at IHS Markit believe the tide will turn rapidly.

“With Vivo and Huawei recently launching several models with the under-display fingerprint solution, it is certainly rising as a new trend,” IHS Markit’s director of touch and user interface, Calvin Hsieh, said in a statement.

Phonemakers better get moving if they want to hit that number.

This Vivo phone could launch a smartphone trend

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If you thought Huawei’s P20 Pro brought the heat with three cameras on the back, the Porsche Design Huawei Mate RS ups the ante with a fingerprint reader built into the display.

That makes this mouthful of a phone the second to boast a trio of cameras on the back (after the Mate P20 Pro) and the first non-Vivo device to host an in-screen fingerprint reader (see: this awesome Vivo concept phone). Oh, and if you’re wondering, the Mate RS stands for “Race Sport”.

A fingerprint sensor embedded into the display makes more room on the phone face for the screen because it doesn’t drop a physical button beneath the display, unlike the Mate P20 Pro. (Some Android phones solve for this by putting a fingerprint sensor on the back.)

The three cameras, co-designed with high-end camera brand Leica, include a 40-megapixel main camera, a 20-megapixel monochrome lens and an 8-megapixel telephoto lens, as in the Mate P20 Pro.


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These next-generation features demonstrate Huawei’s desire to innovate. The world’s third-largest phone maker currently trails behind Apple and Samsung — it needs to lead rather than follow if it wants to grow past its two global competitors. 

But Huawei faces an uphill battle gaining new audience in key countries like the US. Concerns over spying have prompted the US government to recommend that people avoid buying Huawei phones. AT&T and Verizon were said to both back out of carrier deals due to political pressure, as has retailer Best Buy.

porschedesignhuaweimaters2porschedesignhuaweimaters2Enlarge Image

The Porsche Design Huawei Mate RS also features wireless charging.


Huawei

The Porsche Design Mate RS takes the Huawei P20 Pro and adds that in-screen fingerprint reader, mega-storage (there are 256GB and 512GB options) and wireless charging, plus those Porsche Design aesthetics. 

You also get a 6-inch, curved 18:9 OLED display with 2,880×1,440-pixel resolution. Like the P20 Pro, this phone crams in a 4,000 mAh battery with an IP67 rating for water and dust-resistance. It’s powered by Huawei’s Kirin 970 chip and runs Android 8.1.

However, the Porsche Design Huawei Mate RS has an eye-searing price tag. You’ll have to fork out the starting price of 1,695 euros, which converts to $2,100, £1,500 or AU$2,700, for the model with 6GB RAM and 256GB of storage.

The limited edition Mate RS is set to launch on April 12 in China, Hong Kong and Macau, followed by France, Germany, Italy, Spain, the UK and Switzerland. Australian availability was not announced, but the Mate RS is expected to launch in the middle of May in Southeast Asia, according to Malaysian tech site Lowyat. 

Huawei P20 and P20 Pro aim to one-up Samsung

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Porsche Design Huawei Mate RS specs

  • Processor: Huawei Kirin 970
  • Camera: Three lenses, including main 40-megapixel sensor
  • Battery: 4,000 mAh with wireless charging
  • Memory: 6GB RAM 
  • Storage: 256GB or 512GB
  • In-screen fingerprint reader
  • Colors: Black, red

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UK regulator the Office of Fair Trading is investigating whether in-app payments illegally tempt children to spend their parents’ money.

After a series of high-profile incidents in which children have racked up bills of thousands of pounds on digital goods such as in-game currency and items, the OFT is looking into industry practices.

While being careful to stress this investigation is in partnership with app developers, it warns that ‘direct exhortations’ to children are unlawful under the Consumer Protection (from Unfair Trading) Regulations 2008.

Direct exhortations are defined as “a strong encouragement to make a purchase, or to do something that will necessitate making a purchase, or to persuade their parents or other adults to make a purchase for them.”

“We are concerned that children and their parents could be subject to unfair pressure to purchase when they are playing games they thought were free, but which can actually run up substantial costs,” said Cavendish Elithorn, the OFT’s senior director for goods and consumer.

“The OFT is not seeking to ban in-game purchases, but the games industry must ensure it is complying with the relevant regulations so that children are protected. We are speaking to the industry and will take enforcement action if necessary.”

As well as developers and app stores such as Google Play and iTunes, the OFT will talk to parents’ groups. In an interview with BBC 5 Live this morning, Elithorn stressed that parents bore some responsibility for giving their children access to the necessary passwords for spending money in apps.

Earlier this year, Apple refunded a Bristol family after their son racked up a whopping £1,700 bill for purchases in the game Zombies vs Ninjas.

Our parents’ guide to iTunes details the steps and measures parents and
guardians can take to make sure younger players have access to the
right content,” Apple said at the time. “The first thing we recommend you do is not to share your
password.”

Apple settled a US lawsuit in February with disgruntled parents over in-app purchases. By default, iOS devices had a rule whereby you didn’t need to enter your password to buy something if you’d entered it in the previous 15 minutes, for convenience’s sake. This led to parents entering their password to download an app, then handing the device to their kids who immediately began paying for stuff, perhaps not realising they were spending real money. Apple has since made this feature opt-in, and added a small warning if a free app offers in-app purchases.

What kind of protections do you think children need? Should parents just pay more attention? What’s the worst in-app purchase you’ve ever seen? Let me know down in the comments, or on our completely unregulated Facebook page.

Image credit: SWNS

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Mobile applications will drive serious growth in mobile advertising in the coming years, according to a new study.

Juniper Research reported today that in-app advertising will hit $2.4 billion by the end of the year. By 2015, that figure will soar to $7.1 billion.

In-app advertising is widely viewed as the key to success for developers in the coming years. Mobile users are becoming increasingly loath to pay too much for applications, driving prices down. In-app advertising can help soften the blow of charging so little for an expensive app.

“In 2012, it will become increasingly difficult for app stores and developers to justify charging an upfront fee for their products when faced with competition from a plethora of free content,” Jack Kent, an analyst at IHS, said in a statement earlier this year. “Instead, the apps industry must fully embrace the freemium model and monetize content through in-app purchases.”

Kent’s comments accompanied a report that found that in-app purchases accounted for $970 million in mobile advertising revenue last year. His company believes the figure will grow to $5.6 billion by 2015.

But spending and effectiveness are two very different things. So, according to Juniper’s Charlotte Miller, advertisers will need to do certain things to improve the quality of their ads.

“Mobile advertising gives marketers the chance to reach consumers on a more personal level than any other type of advertising,” Miller said. “Creating immersive and entertaining experiences to attract the attention of the consumer is essential for marketers wanting to take advantage of the massive increase in app usage.”

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