It has been a long time now, but in fact VR can be said to have started in April 2016, but VR has come a long way since then. A few days ago I met my Executive Director Ebbe AlTBErg at Linden Lab's headquarters in San Francisco, USA and talked to them about their social VR platform, Sansar.

At the time, Sansar was still called "Project Sansar," and now "Project" has disappeared, and the social VR platform has already released a beta version to the public after closing the closed creator preview test. "Before, complexity and cost limited who could create and publish content in this medium, and Sansar changed that dramatically." Altberg explained this, and he is now looking forward to "creative explosions." Growth."

Peter Gray, director of public relations at Linden Labs, said that in fact, Sansar's Atlas public experience catalog already contains hundreds of virtual experiences, including multiplayer games; the reappearance of historical sites and landmarks; cinemas; museums; Narrative experiences; jungle temples; 360-degree video domes and more. He said: "We want Sansar to be available to everyone as early as possible, and we still have a lot of features to add to the platform, including many improvements to the current feature set."

In the past year, we have seen many similar platforms, and many of them have shown amazing potential, but their "surprise" level usually depends on the immersion of VR itself, not just visual effects.

However, Sansar can definitely stand out in terms of visual and functional aspects. You will not feel that this is only a semi-finished product, not only because of the stunning environment, but also that the virtual avatar (due to cooperation with IKINEMA) integrates the whole body inverse kinematics function so that it can map the user's complete body movement. In addition, voice graphics can automatically synchronize facial animations to match voice patterns, all of which help to achieve more natural social interaction in VR.

"The virtual avatars of natural mobile are very important for users to create and enjoy social experiences on our platform, and the integration of IKinema's technology can help achieve this, so that we do not need any peripherals other than VR handheld controllers." IKinema Executive The director, Alexandre Pechev, explained this.

In order to let Sansar go this step, Linden Labs has already made many efforts. Linden Lab has prepared a dedicated team of more than 70 people for the development of Sansar, and the research and development work has been going on for several years, but in order for Sansar to become the dominant platform in the VR field, they are looking at two very unique The advantage of the body:

Linden Labs' funding is sufficient to support the development of the platform, and funding comes from the market's oldest "superelement domain": "Second Life." This also means that they have enough data to explain what works in the virtual world/futility.

After 14 years, the number of users of Second Life is still as high as 1 million. This continues to create real profits for Linden Labs and brings together a very attractive creative community, many of whom are Sansar was very excited and Gray said: "Since we first announced this project, Second Life users have developed a great interest in Sansar. Many Second Life users feel that they can create content today. Very excited and very much like the Sansar experience that has been explored by users.”

It seems reasonable to think of Sansar as a "Second Life 2.0", but Sansar's significance is even greater. In order to take full advantage of the new upsurge of virtual reality, this new platform needs to be easy to access and intuitive, in a way that Second Life cannot be truly realized. One of the key obstacles that hinder the development of the platform is its steep learning curve (which is suitable for the core community but hinders the entry of casual users) and the difficulty of sharing content outside the platform.

With Sansar, users can directly enter their favorite experiences. The hosted multi-user experience provides unique links that creators can share with anyone, such as Facebook, Twitter, email, blog posts, and more. In addition, users can use VR heads like HTC VIVE or Oculus, as well as desktop mode on the PC for browsing. At present, each instance supports more than 35 virtual avatars at the same time, while the automation instance can support an infinite user experience. Gray said:

“Assume that you are an educator interested in space exploration. You can click on the link to visit the Apollo Museum Experience created by LOOT Interactive and Sansar, and you will be able to go directly there. Then, you can choose to browse the Atlas directory and look for a It looks like a fun social VR basketball game, or any immersive artistic experience that appeals to you, and you can invite your friends to join in. If you think that fantasy role-playing and VR horror experience are more attractive, you can also join directly.”

Sansar uses a freemium model, where users can join for free, but creators can receive additional support through a monthly subscription fee of $9.99. Sansar provides a drag-and-drop editing interface where users can import assets from a generic 3D modeling tool or purchase resources from the Sansar Store to create scenes.

Revenue is a key component of their strategy. Drawing on the success of Second Life, they created a store called Sansar Store that allows creators to sell and purchase virtual objects. But in the future, users will also be able to profit through selling and leasing, or set up tickets for the experience.

Thousands of experiences have so far appeared on the SansAR platform, but which one is the most concerned by Linden Lab? Bjorn Laurin, deputy director of products, is more inclined to the Apollo Museum, and Grey is hesitant between Little Giant and Secrets of the Worldwhale. The former will allow you to explore the imagination of a three-year-old child; in the latter experience, a mouse will embark on an extreme adventure, “exploring a mysterious world on ancient whales and discovering hidden treasures. ."

For Altberg, he chose 114 Harvest. This is a collaborative story narrative project about a town with dark secrets. In fact, 114 Harvest's Facebook team has quickly attracted nearly 1,600 members. If such early interest could explain anything, the "explosive growth of creativity" that Altberg expects will quickly become a reality.

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