Author Adam Korenman arrives on the show to talk about his brand new science fiction novel ‘When Skies Fall’, the second book in The Gray Wars Saga! Along the way, he talks about the current state of indie publishing, the decade plus struggle it took to get The Gray Wars Saga published and the impetus for the story! We also talk about the early days (and frustrations) of Star Wars MMORPGs, I freak out over the new Star Wars VR experience from TheVoid and Adam offers up some very good advice to writers! If you love books, sci-fi or just great conversation, this is a solid episode! Enjoy!

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SXSW’s first ever Virtual Cinema tract opened Tuesday at the JW Marriott in Austin, TX. The event features a wide variety of virtual reality experiences that badge and film wristband attendees can access from Tuesday 14 though Thursday 16.

While virtual reality isn’t quite a household name in entertainment, many studios are investing now in the technology and the talent (producers, writers, directors) to create virtual reality entertainment (and augmented reality). I sampled some of the experiences and the equipment including the Sony Playstation VR headset, Oculus Rift, The HTC Vive, and more.

SXSW is once again, ahead of the game by featuring the medium in its own showcase with 38 curated experiences that evoke the entire spectrum of emotional range.

“Chocolate” sponsored by Viacom NEXT

If there was just one SXSW VR that sums up the joy that can be found in technology it would be this short 4 minute VR from Tyler Hurd. I asked Tyler what his main goal was in creating the VR,

“I wanted it to evoke childhood wonder, the joy and awe feeling you get when you look at something shiny.”

His VR lives and breathes in a world of childhood wonder.

The “Chocolate” experience includes you wearing a back pack that contains the bass part of the soundtrack which delivers a full body sound, head phones, and a HTC Vive, plus two hand controllers. When it begins you hold the hand controllers in front of you and they calibrate to ones in the experience. The sound of a house music-like beat surrounds you as you look around in a surreal night sky.

The hand controllers convert to a unique looking devices that have little alien wispy tendrils on top that flow as you wave them around. You get a quick look at yourself before it officially starts and you a colorful alien with multiple long crustacean legs.

As it begins you can see your hand controllers in front of you and you can wave them around; About 1/3 of the way through little kittens will be shooting out of them into the air (yes little kittens!), where they will float like bubbles. As they float down you can interact with them with the controllers and make them change positions and float up some more.

While this is happening with the house music flowing appears large Budha like cats that are smiling… and then the little kittens the shoot up in the air. Does this sound weird yet? Yes, it is weird but at the same time it’s just fun and evokes joy exactly as the creators hoped to achieve, and after all, who doesn’t love Chocolate?

“Behind The Fence” Created by Lindsay Branham

The juxtaposition is “Behind the Fence,” from producer Sally Smith who visits a real world concentration camp of Muslims being held in the mostly Buddhist country of Myanmar. She goes behind the scenes and literally gets into the mud with the suffering people who have been relegated as criminals and denied citizenship. If you know much about Buddhism this is quite shocking.

Sally shared with me that she has traveled all over the world and witnessed many atrocities.

“If only I could bring people with me, they would want to do something about this.”

Using VR in this manner is a way to bring people first hand to places and experiences and her hope is to create awareness. Her film while worthy felt a bit short on explanation but in fairness the situation is political, convoluted, and probably worth a lot more than the seven or so minutes using the Samsung VR. For more info Novofilm.


“Fistful of Stars”

Now this is what VR was created for… a journey into the Orion Nebula, using real photos as a basis for the experience.

Creator New York city native, Eliza McNitt spoke to me that she “wanted to create an environment where you felt like you were floating in the stars.”

This VR experience is similarly set up like the Universal’s “The Mummy” VR (detailed in previous article), where you actually sit in a pod that slowly tilts and turns enhancing the experience while the others were sitting or standing. It begins with a floating view of the Hubble telescope and you slowly spin, taking in the cosmos as narrated by Dr. Mario Livio, senior astrophysicist at the Hubble Telescope Institute (1991-2015). The sound track comes from The Hubble Cantata, a composition featuring a 30 piece ensemble, a 100 person choir, and two stars from the Metropolitan Opera.

McNitt’s shared that her hope is that this will lead to an episodic version and I can’t help but see this as a wonderful tool for teaching students about the cosmos. While this was a unique experience you get the feeling that this technology still has a ways to go but Fistful of Stars is a proof positive of the future of the technology.

This week continues our streak of godawful early 90s sci-fi/horror as we dive brainfirst into a new technology called VIRTUAL REALITY and immediately get to cybering with any warm body nearby. That’s right, we’re discussing 1992’s not-a-Stephen-King-adaption-even-if-the-posters-say-it-is The Lawnmower Man, and we have help from our new buddy, Jesse Cornett! Jesse, or as we like to call him, The Golden Voice, is an established podcaster himself and decided to slumbit with us for 45 minutes as we barely discuss the incomprehensible garbage that constituted a Stephen King adaption in the early 90s. We also discuss Jesse’s set-upon wife, who watched this drek with him, and his Kickstarter campaign for an ongoing animated horror anthology show called Chilling Tales For Datk Nights. Come get your mind ripped apart by the Digital Godhead known as Jeff Fahey’s hair, and enjoy the soothing tones of Jesse Cornett’s Golden Voice on this week’s installment of Horror Movie Night!

Feel free to join in discussion at on our Facebook Group or in the comments below.

Do you have a movie suggestion for us or just want to tell us stories about your experiences with the movies we’ve watched? Send them to us at HMNPodcast@gmail.com

Also subscribe to our podcast on Soundcloud and iTunes

Briefly: Sony’s Playstation VR is just seven months away.

Playstation president Andrew House took to the official Playstation blog to reveal the peripheral’s new release window, price, as well as the final contents of the Playstation VR retail package.

That doesn't look confusing at all.
That doesn’t look confusing at all.

Playstation VR will launch in October for a cool $399 US (or… $549 Canadian), which puts the cost of the unit and a Playstation 4 well below the price of the Oculus Rift or HTC Vive headsets (when you factor in a compatible computer, of course).

The company also notes that “more than 230 developers are building content for PlayStation VR, from smaller independent teams to larger studios at the industry’s top publishers. We expect to have more than 50 games available from launch in October 2016 until the end of the year. Of course, the full promise of PlayStation VR will continue to grow over time as talented developers create new experiences and new genres that wouldn’t be possible outside of VR.”

Based on the fact that I already own a Playstation 4, and do not have a compatible PC, I think that the Playstation VR headset is going to win by default for me. Which headset (if any) do you plan to pick up? Be sure to let us know in the comments below!

There are countless fans who would love to live in the Star Wars universe, and now we’re one step closer. Rob McLellan, who has directed numerous shorts including Abe, has teamed up with VFX guru Craig Stiff and HammerheadVR to create this beautiful Star Wars VR Tech Demo.

I’ve always wanted to punch Jar-Jar in the face. If this gets me closer to that experience, consider me sold.

The build is was created and is running on Unreal Engine 4. The creators hope a playable build sometime next year when the Oculus Rift launches.

You can check out more of Rob McLellan’s work here.

You read the title right folks. We were invited by San Diego adult film company, Naughty America, to come check out a demo of their digital threesome VR experience.

THIS ARTICLE CONTAINS EXPLICIT CONTENT AND LANGUAGE

We arrived at the venue that was hosting Naughty America, it was your standard warm affair in San Diego this time of year. We went through the Tivoli bar and into the back bar where the folks from Naughty America were set up. I waited in line and was soon led to a table where four Samsung Gear VR headsets were laid out. I sat down and was handed a Gear and headphones. I put them on and was greeted with the Naughty America logo.

The scene started in a bedroom, with the viewer atop the shoulders of an extremely ripped, tattooed man. Immediately I was thrown out of the experience because frankly, I am the inverse of a ripped tattooed man… Well I’m a MAN, but… you get the point.

The VR environment was a full 180 degrees from the scene. I couldn’t look behind me, but honestly the action was all front and center. Actress Nikki Benz was on the floor in between the legs of the subject. She wished me a happy birthday and that she had planned to make this the best birthday ever. She had a very special surprise for me, and got up and walked to another room.  She quickly returned with a friend of hers, actress Jaclyn Taylor.

Since this was a demo of the full scene, available on Naughty America’s website, the scene progressed quickly. Jumping from point to point.

The actresses were in many positions and more and more levels of undress. The scene ended after about five minutes. I took my VR headset off and quickly realized one of the actresses from the film was standing across from me. She asked me if I enjoyed it and wished me a “Happy Birthday”. I walked outside and met up with Derek. I promptly exclaimed to him:

I’m getting two!

I caught up with the gentleman from Naughty America who was running the booth and asked him a few questions. He said that the owner of the company was immediately on board with the concept of VR porn. They hired an outside consultant to come down and teach them how to film the scenes.

Final Thoughts

It was a very, interesting, experience to say the least. I think my eyes just aren’t cut out for VR, because of all the attractions I tried over the weekend they all seemed blurry. I was told that the edges were meant to be blurry, to trick your brain into thinking it was just your peripheral vision, but I’m not sure. I tend to look with my eyes moreso than my head, and at all the VR setups there was always something taking me OUT of the experience.

The VR porn though, was certainly something. VR has a tendency to trick your brain a lot, and make you react in the real world. When one of the actress mounted the character in the film, and placed her breasts in your face, I actually leaned back in my chair.

I believe that everyone who is even remotely interested in the concept of VR porn, or VR films for that matter, to give it a try. As headsets evolve and get more advanced, there is will more and more opportunities for content creators to push the envelope. Pornography always seems to be at the forefront of entertainment innovation, and frankly the future is now.

You can get your hands on both versions of the scene, male and female, FOR FREE!

Facebook announced that it has purchased Oculus VR, the leader in immersive virtual reality technology (though Sony just unveiled a similar system, and there’s rumors Microsoft also has one in development), for a total of approximately $2 billion dollars. Yes, billion. With a ‘b.’

Facebook hopes that the virtual reality technology, while currently only really developed for gaming use, will fulfill it’s potential to be the next social and communications platform, with strong possible uses in communications, media, entertainment and education.

“Mobile is the platform of today, and now we’re getting ready for the platforms of tomorrow.” Mark Zuckerberg, Facebook founder and CEO, said. “Oculus has the chance to create the most social platform ever, and change the way we work, play and communicate.”

At a press conference held this afternoon, Zuckerberg, David Ebersman, CFO of Facebook, and Brandon Iribe, CEO and Co-Founder of Oculus VR, answered questions about this bold and unexpected move–a “long-term bet,” as Zuckerberg described it, expecting it to be five to ten years before virtual reality becomes a solid communication option.

“Gaming is just the start,” the founder of Facebook enthused, “…it’s about building the next major computing platform….Today, we’re sharing moments, tomorrow we’re sharing experiences.”

“We’re building a whole new world,” Iribe said. “and changing communication platforms…[it’s] a perfect foundation for collaboration.”

This isn’t Facebook’s first major purchase this year–it’s purchase of WhatsApp last month astounded tech and financial quarters. Concerns about a second extremely large purchase were touched on, but Zuckerberg and Ebersman remained confident in the new technology and its potential.

Oculus Booth at GDC 2014. Courtesy of GDC.
Oculus Booth at GDC 2014.
Courtesy of GDC.

Oculus VR produces the Oculus Rift virtual reality headset, which currently is available to developers only (75,000 kits have been ordered). I had the chance to experience Oculus Rift at GDC last week (playing Eve: Valkyrie) and, while I went in skeptical, the 15 minute demo was pretty mind-blowing (arguably Oculus was putting it’s best foot forward, but wouldn’t you?). Zero latency, even with quick head movements to the left and right, no weird-blurring of vision, or doubling (like bad 3D glasses)–in fact, despite playing a space shooter (which I just fail at) in front of 100 or so people in line, within moments I was completely sucked into the virtual game. It was dangerously inviting.

So, what does Facebook’s buyout mean for us, the gamers? While Facebook is more interested in the long-term potentiality of virtual reality as the next major computing platform than it is in Oculus Rift’s current use as a gaming tool. That’s not to say anything could happen (virtual Farmville, anyone?), Minecraft’s designer Markus “Notch” Preston has already  cancelled the deal which would have brought Oculus Rift capability to Minecraft, because, said Preston on his twitter “Facebook creeps me out.”

Preston went on to explain his reasoning in a blog post:

“Facebook is not a company of grass-roots tech enthusiasts. Facebook is not a game tech company. Facebook has a history of caring about building user numbers, and nothing but building user numbers. …And I did not chip in ten grand to seed a first investment round to build value for a Facebook acquisition.”

Whether this just the first in a series of cancellations, or just a one-off remains to be seen.  Considering there’s 75,000 dev kits on order, and numerous developers already working on VR-compatible games, an industry-wide distancing from Oculus seems unlikely at best.

What do you think? Have you had a chance to try VR tech yet? Do you think Facebook has gone too far? Are you excited to see what they’ll do with this tech? Let us know in the comments!

It’s been rumored, officially teased and now finally unveiled at Sony’s GDC press conference, their foray into the VR Headset field with Project Morpheus. Not to be confused the NASA Project Morpheus, Sony’s Project Morpheus has it’s sights set on the home user.

Speaking of sight, Sony outlined their definitions of what makes a good VR setup. Sight being the driving factor, Project Morpheus relies HEAVILY on the power of the PS4, and promises to give the user total spacial awareness. Second is sound, and Sony has been no slouch when it comes to high quality portable sound. They are focusing a lot of energy into spacial and directional sound. Lastly they want ease of use to perform a vital role in the home VR experience. Project Morpheus mimics the Dual Shock controller and the Move in terms of communication ease.

They listed a group of partners that are already onboard with Project Morpheus, those include:

  • Havok Engine
  • Epic Games
  • Crytek
  • Bitsquad
  • CriWare
  • Autodesk
  • Silicon Studio
  • Unity Engine
  • Fmod
  • Wwise
  • DDD
  • Gigantic

The stats of the device themselves are not to shabby. They include a 1080P screen for each eye, 90 degrees field of view, both an accelerometer and gyroscope and can interface via a USB and HDMI cable.

No release date has been announced.

I personally don’t find VR to be TOO appealing, but Sony really has come out guns blazing. Coupled with the new Move controller and the very power PS4, I don’t think Project Morpheus is going to be a shabby product.

Be sure to check out more GDC coverage right HERE at Geekscape!

Former WWE Superstar (and my brother) Paul London guests on Geekscape to talk wrestling, Marvel movies and Gauntlet cinema! We discuss inbred wrestling fans getting out of control, Japanese gifts and the current state of wrestling! Our friend Stone Cold Steve Austin maybe even calls in to drop a big piece of news on us! We discuss the idea of Jean Claude Van Damme being in a Marvel movie and Shane O’Hare calls in to let us know that the Android virtual reality game Ingress has taken over his life! Plus! Kenny, Paul and I give you our votes for top summer movies!