The Denver Post

TECHNOLOGY WITH ENTERTAINM­ENT A VIRTUAL REALITY

As VR hits its consumer-friendly tipping point, Colorado is getting a glimpse of its full potential

- By John Wenzel

Samantha Doerge was shutting down the Denver Film Festival’s virtual reality floor last fall when a woman shuffled in with her elderly mother, asking if Doerge would run the hourlong, three-part “Spheres” program one last time.

“‘We’re sorry to be here so late,’ ” Doerge, a programmin­g coordinato­r for the festival, remembers the woman telling her. “‘But my mother has wanted to be an astronaut all of her life and couldn’t because of an astigmatis­m. This is as close as she’ll ever get.’ Of course, I was more than happy to stay open for her.”

“Spheres,” which has captivated audiences and critics at the Telluride, Sundance and Venice film festivals, invites viewers to don the now-standard virtual reality goggles and take a celebrity-narrated trip

through the cosmos. Created by Eliza Mcnitt and executive produced by Darren Aronofsky (“Black Swan”), “Spheres” employs digital animation and up-to-minute science to render the big bang and other astronomic­al events in spectacula­r detail, bringing participan­ts as close to space travel as they’ll likely ever get.

The effect of narrative experience­s like “Spheres” is uniquely powerful, said Doerge, who has helped program the Denver Film Festival’s virtual reality offerings the last couple of years. She also assisted with the debut of “Spheres” as Telluride’s first-ever VR offering in 2018.

“When this woman, who had to have been 85 or 90 years old, came out of it she was crying,” Doerge said. “The word she used was ‘magical.’ ”

Long in the wings, VR has increasing­ly inched into the spotlight at festivals, museums, theaters and bars as its complex technology — bulky headsets, servers and software — has grown rapidly cheaper and more compact. When it returns Oct. 30-Nov. 11, the Denver Film Festival will offer eight separate virtual reality experience­s at its Festival Annex at the Mcnichols Building, with another four provided by its VR sponsor, Boulder-based Reality Garage, a lounge and makerspace that produces its own VR content.

In recent years, the entrance of Facebook, Microsoft, Sony and other global players into the industry has rapidly accelerate­d VR’S consumer-friendline­ss while spurring artists and programmer­s to dream up new interactiv­e concepts. Investors are also licking their pixelated chops at forecasts that predict the global market will increase from about $8 billion in 2018 to $44.7 billion in 2024, according to a recent report.

And as Doerge knows, virtual reality isn’t just for gaming and entertainm­ent. Her husband, a technology specialist for Children’s Hospital Colorado, uses VR to transport sick kids from the confines of their beds to Altspace, a social platform that offers simulated meet-ups and activities.

“It’s there so kids can do things like have dinner with their families,” Doerge said. “These are mundane things we take for granted, but sick kids can check into Altspace and no longer feel this alienation from their childhoods.”

Of course, that requires the other participan­ts to don VR headsets, too. But as people get used to seeing VR at places as diverse as Wings Over the Rockies Air & Space Museum (which offers simulated plane rides), the Denver Museum of Nature & Science (in its new “Extreme Sports” exhibition), and the casino-like environs of Dave & Buster’s, the idea of bringing it into the living room gets less intimidati­ng.

In other words: Much like table tennis or life-sized Jenga, it’s another trendy entertainm­ent — however pricey and fast-evolving.

“There’s no headset at home, but that’s been a request for Christmas,” said Mandi Hoffman, a Denver mother overseeing nine middle-schoolers at Broomfield’s VR Social arcade last week. “We don’t have a lot of space so I’m a little worried about how it would work. But we love VR. We visited a VR art exhibit in Montreal, which was incredible, and we like to do the games at the Punch Bowl Social on South Broadway.”

Hoffman’s son, Henry, was there celebratin­g his 11th birthday with school buddies — all of them playing a sci-fi combat game and loosely tethered to the ceiling by cords on their headsets. The scene prompted Hoffman’s daughter Millie to acknowledg­e a common criticism of VR: Why should kids hook themselves up to machines for entertainm­ent, even in poor weather, when indoor playground­s, trampoline parks and “American Ninja Warrior”-style obstacle courses are so widely available these days?

“Clearly from the outside, when you don’t have the headset on, it looks completely different,” Millie, 14, said as she stood in the bare-bones, Led-lit arcade space. Next door, a quintet of near-motionless people sat in a darkened room playing a virtual escape-room game. “But once you get inside it’s a heightened reality — fantasy games, fighting off robots, things you don’t get to experience when you go to (a business like) Jump Street or Lava Island.”

Basic VR emulators such as Google’s Daydream Viewer, which mimics the look of VR by turning your phone into a display screen, retail for about $100. Gaming-friendly VR headsets, like the new Oculus Quest, range from $400 to $1,500 for crisp, stereoscop­ic imagery that offers the illusion of three-dimensiona­l interactiv­ity.

That’s a pricey buy-in compared to a board game or night at the movies, but nothing can match the experience, proponents say. Blotting out natural stimuli with eyepieces and headphones is one thing, but adding to the sensory immersion with physical elements, motion-tracking, controller­s and multi-sensory feedback can take something like a videogame escape room to new heights of fun, and meaning.

“As a technology, it’s extremely exciting for us,” said Lauren Cason, creative director of Interactiv­e at Santa Fe-based art company Meow Wolf. “If you’ve ever been to a VR exhibit or seen a demo, you’re going to be sitting in a blank room with a thing on your face, and it might not have much to do with the space you’re in.”

Meow Wolf, however, has been busy researchin­g and developing new XR (or “extended reality”) concepts that will alvr low guests to blur the lines between their physical and digital worlds at the company’s interactiv­e art-playground­s. That includes its forthcomin­g Denver location, a 90,000-square-foot, $60 million, four-story complex under constructi­on at Interstate 25, Colfax Avenue and Auraria Parkway viaducts.

“There’s technology out there — like Hololens, Magic Leap, Spark AR, Apple’s AR (augmented reality) kit, Arcore and others — that allows you to superimpos­e three-dimensiona­l digital objects onto real-world objects, and then have an interplay between those real and fabricated worlds,” said Cason, a veteran of MIT and Apple. “We believe that’s the future of these immersive spaces.”

Or the present for that matter. Last week, the Washington, D.C., location of Madame Tussauds wax museum announced its new “Alive in AR” experience. The augmented-reality offering uses smartglass technology to animate its celebrity and historical statues — everyone from Abraham Lincoln and Martin Luther King Jr. to Tyra Banks — who come to life with the aid of 360-degree video, holograms, custom soundscape­s and more.

“While some attraction­s have experiment­ed with AR on handheld smartphone­s, Madame Tussauds D.C. is embracing the more immersive and hands-free smartglass technology,” said Artglass founder and CEO Greg Werkheiser in a press statement.

So how long before we see that in Denver? Possibly sooner than you think, Meow Wolf officials said, although they declined to reveal specific details about Denver-based XR offerings, or how much the company is investing in those technologi­es.

“We’ve had several interestin­g tests and successes that are pointing toward something larger,” said Emily Montoya, a cofounder of Meow Wolf. “A couple of years ago, we took a VR experience called The Atrium to South by Southwest, which allowed people to experience our (Santa Fe-based) House of Eternal Return. And last year we took Navigator (a “mixed-reality sculpture”) to L.A.’S L.E.A.P. Con, which was sort of a giantrobot headset experience.”

Navigator, which invited participan­ts to climb behind the controls of a car-sized, spiderlike robot, combined VR, AR and physical features to create the experience of operating a giant robot in real time. This sort of “spatial computing” is a clear emphasis for the company moving forward, Montoya said.

“One of our biggest interests is incorporat­ing theatrical storylines into the technology,” she said. “We already have the capacity to create such fantastic physical spaces and controls, so why not start there?”

The same criticisms that detractors reserve for VR — its largely sedentary nature, its contrived imagery and sound — could just as easily be leveled at film, TV and gaming, defenders say. And VR’S unlimited adaptabili­ty in the virtual space means, for example, that deaf people can use sign language to communicat­e with one another, or that wheelchair-bound people can fulfill dreams of walking, running and even flying.

Recent advances have broadened VR’S applicatio­ns to the point of mainstream appeal, from VR headsets going wireless to virtual learning, workplace training and even theater. An example of the latter is last month’s “Virtue of Reality” production from the University of Colorado’s Experience Design MFA students, who traveled to Meow Wolf for inspiratio­n.

VR seems to offer limitless room for experiment­ation. Just not in the literal sense.

“At my core, I am a cinephile and I love movies,” said Denver Film Fest’s Doerge. “But one thing that’s so exciting about VR is that your brain doesn’t make a distinctio­n between what’s happening to you and what’s happening in the headset, so the emotional response you can get from a VR experience is very powerful. I have watched grown men burst into tears because it was so captivatin­g.”

Doerge hopes to further evangelize for the format at the Denver Film Festival’s Vr-focused panels at Civic Center’s McNichols Building on Nov. 9. One is a general creator panel, while the other explores its uses in pediatric health care.

Both are fundamenta­lly rooted in storytelli­ng, she said.

“One of the most successful and basic VR experience­s out there is called Job Simulator,” Doerge said. “It’s also the first one I ever tried about four years ago. In it, I was basically a 7Eleven cashier, but what shocked me was how consuming it was, because I almost had to reintegrat­e into my own reality after taking off the goggles. It’s been an uphill battle with VR in the film world, but whether it’s storytelli­ng or escape, it has this unique ability to transport you, even when you’re fully aware that you’re wearing a headset.”

“As a technology, it’s extremely exciting for us. If you’ve ever been to a VR exhibit or seen a demo, you’re going to be sitting in a blank room with a thing on your face, and it might not have much to do with the space you’re in.” Lauren Cason, creative director of Interactiv­e at Santa Fe-based art company Meow Wolf

 ?? Provided by Wings Over the Rockies ?? Visitors to the Blue Sky Gallery in Centennial experience a virtual plane ride as part of Wings Over the Rockies’ VR programmin­g.
Provided by Wings Over the Rockies Visitors to the Blue Sky Gallery in Centennial experience a virtual plane ride as part of Wings Over the Rockies’ VR programmin­g.
 ?? Andy Cross, Denver Post file ?? A virtual reality clip of an extreme snowboarde­r can be seen at the “Extreme Sports: Beyond Human Limits” exhibit at the Denver Museum of Nature & Science.
Andy Cross, Denver Post file A virtual reality clip of an extreme snowboarde­r can be seen at the “Extreme Sports: Beyond Human Limits” exhibit at the Denver Museum of Nature & Science.
 ?? Provided by Meow Wolf ?? A rendering of the virtual skies seen in The Raven, Meow Wolf ’s new VR hot-air balloon experience at its House of Eternal Return in Santa Fe, N.M. More VR offerings are being considered for the Denver location.
Provided by Meow Wolf A rendering of the virtual skies seen in The Raven, Meow Wolf ’s new VR hot-air balloon experience at its House of Eternal Return in Santa Fe, N.M. More VR offerings are being considered for the Denver location.
 ?? Provided by Meow Wolf ?? Meow Wolf ’s new, virtual hot-air balloon experience, The Raven, sits in the lobby of its Santa Fe-based House of Eternal Return.
Provided by Meow Wolf Meow Wolf ’s new, virtual hot-air balloon experience, The Raven, sits in the lobby of its Santa Fe-based House of Eternal Return.
 ?? Kathryn Scott, Special to The Denver Post ?? Patrons of Virtual Reality Social in Broomfield play a variety of games, including sci-fi and fantasy titles, at the arcade/lounge.
Kathryn Scott, Special to The Denver Post Patrons of Virtual Reality Social in Broomfield play a variety of games, including sci-fi and fantasy titles, at the arcade/lounge.

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