The world’s first virtual reality theme park called “The Void,” is slated to open in Utah in summer 2016, and future already plans to open in more states across U.S., South America, Europe, Asia and Australia.
The 4D entertainment centre will change the face of gaming for ever by allowing it's guests to truly live virtually any adventure with all sorts of eye-popping effects layered onto real spaces. Imagine: paintball meets laser tag – this is the future of gaming.
Essentially, The Void is blending physical reality with virtual reality by building a physical environment, a virtual reality theme park, to work with the virtual environment that shows in user’s field of view on their head mounted display ( headset / HMD ) and geared a long with haptic vests, sensor-equipped gloves and physical “Game Pods” that are able to simulate environments to take the theme park experience to a whole new level.
Players will be able to explore a cavernous 60 x 60-feet space designed to replicate the worlds they see in virtual reality. Physical sensations, such as changes in elevation, touching and interacting with structures, air pressure and smells, will all be possible in an experience its creators say “heralds the future of the entertainment industry”.
More and more, virtual reality is blurring the boundaries between our online and offline worlds, creating new levels of interaction with the world around us. Statistics & Forecasts estimate that by 2020, smart clothing shipments will surpass 10.2 million units annually, while body sensor shipments will reach 3.1 million units annually according to Tractica (BusinessWire). Also, 31% of insurance companies are already using wearable technology to engage customers, and two-thirds expect broad adoption of the technology within two years says Accenture (InsuranceNetworking).
Another example of how we are exploring the way we will interact with objects in an increasingly virtual reality, can be seen at the “Dutch Invertuals,” whom recently presented the exhibition "Body Language, objects for a virtual life".
The projects focusses not only on functionality, but also on the character of future objects, explored through a playful graphic identity created by Aya Kawabata. ‘Generations to come will refer to the past as primitive,’ says curator Wendy Plomp. Through the exhibition she wanted to offer a glimpse into the future of our everyday environments, where technology will work seamlessly and in tune with our bodies, and physical objects will increasingly exist as mere representations of their virtual functions.
The projects on display show the potential of using light as a building material, creating a more emotional interaction with objects and environments through biofeedback, and our relationship with physical objects in a virtual-first reality.