Don't look away! Something big is coming from Yarn.
#vr #xr #360video
YARN CORPORATION builds creative, social publishing tools for games, fictional stories, avatars and alternate worlds. The history of media begins at cave painting and ends at video games.
Every media goes through a transformation from a highly skilled, specialized craft to a fully open form of expression available to everyone. Books were once locked up in the hands of scribes, video in the hands of filmmakers. Today, anyone can publish text in an instant with Twitter, or video in moments with the camera on their smartphone and YouTube (or Instagram, Vine, Meerkat, etc.). Game, as a form of media, is still mostly locked up in the hands of the coders and digital artists known as “game developers.” These are the scribes of our time. We’re working to unlock game-based expression for everyone. Furthermore, we’re working to invent the “short form” of game as a storytelling medium. We’re moving game content creation from something that currently takes months and thousands of dollars (at the low end) to something that takes minutes and is mostly free. We may not have culturally recognized it yet, but game is the most powerful form of media that exists today. It provides its wielder with the means to invent mind-expanding, alternate realities and potent tools to reshape human behavior and alter our very selves. The late Terry Pratchett described fantasy as “an exercise bicycle for the mind.” Extending that analogy: game is the mind’s high-energy personal trainer. The world changed dramatically with the invention of the printing press. It changed again with the PC, and again with digital publishing, and again with Facebook, and again with Twitter. Each of these tools empowered new groups of people to reach broader audiences and tell their stories with new forms of media. Imagine what will happen when anyone can tell a story using game.
Mission: Our mission is to empower creative people to improve our actual reality through the power of story and the exploration of alternative realities.
Don't look away! Something big is coming from Yarn.
#vr #xr #360video
Yarn is hiring! Come help us build the future.
Check out the Jan. 5th episode of Maine Calling for a brief discussion of the role Driftspace and VR in general are playing in the arts, courtesy of Faye from ProjectEmmersive.(https://www.instagram.com/projectemmersive/)
Starts at 25:25.
Have a Quest or Quest 2? Check out some of these experiences—then grab our VR creation tool, Driftspace, off of SideQuest here!
The Oculus Quest 2 is now officially out! We've collected our recommendations for the best free games and experiences to try out right away!
Not just live music, but all kinds of media—video, social, live conferencing. The future is virtual. The time is now.
#vr #xr #FutureIsNow
Live music faced unmatched disruption this year when pandemic lockdowns forced venues to close and performances to carry on remotely.
Big news here at Yarn! We have officially opened Driftspace, our VR editing and viewing platform, for public beta and listed it on
SideQuest. Follow the link to find out more and download it to your Quest or Quest II!
Driftspace is a platform for creating immersive VR stories by combining 360 video text images links and other media Driftspace allows you to create interactive video stories in VR and to share them with others Soon Driftspace will allow you to drift with friends using realtime social VR
Thanks to AIXR for their publication of this article by our very own Skye J. Priestley! The XR world continues to change rapidly, so we're making sure to keep our eyes on the future to build the best version of Driftspace VR we can!
Are VR headsets just fancy gaming consoles? 🎮
Skye Priestley from Yarn Corporation analyses the future of XR and takes a deeper look into where VR stands in the current market.
Explore the topic here: http://ow.ly/AQRM50CINiT
It looks like Google Poly is sunsetting. That’s surprising to see amid the growth of the XR market, but we’re looking forward to seeing how teams like Sketchfab and others in the community will respond to fill the space.
In a cutting-edge field like XR, products inevitably come and go. We’re excited to work with the outstanding companies that will fill this and many other gaps to push the boundaries of what’s possible!
#contentplatform #3dmodeling #xr
Google is almost running out of AR/VR projects to kill off. The company announced today in an email to Poly users that they will be shutting down the 3D-object creation and library platform “forever” next year. The service will shut down on June 30, 2021 and users won’t be able to…
We wanted to give everyone an update about what’s been going on over here at Yarn. We’ve been working hard through the pandemic to deliver a customer-ready version of our VR maker tool, Driftspace. In October, we opened up our private beta for users with Oculus Go and Oculus Quest headsets (And it’s still going! If you have either of these headsets, fill out this form to get started: https://forms.gle/HepauCeLw1U7jrQm9). Now we’re preparing to expand to a limited public beta in the coming weeks.
We’re also targeting the release of a web platform in the next few months that will allow anyone to see what our users are making with Driftspace, as well as the development of social features that will let you create and view VR experiences together in real time with your friends, colleagues, students… really anyone you can imagine! We’re truly excited about these new features and about sharing all the work we’ve been doing with all of you.
Check out the video below for a glimpse of a project that our friend Daniel Quintanilla Lee put together using Driftspace… and stay tuned for more exciting announcements over the next weeks and months!
The Driftspace Team
"Being immersed in a virtual environment as opposed to seeing video on a screen gives us a heightened sense of presence, which, in turn, enables more meaningful psychological connections with fewer distractions. XR allows you to take advantage of the safety offered by technology-mediated interactions without giving up the sense of really connecting with your counterpart(s)."
The Coronavirus pandemic has become a catalyst for us to embrace immersive technologies in our “new normal” workflow.
Thanks to The Tech Tribune for the recognition yet again. We're fortunate and grateful to be able to "go virtual" during this unusual time. Our thoughts are with all the people who've been hit hard and particularly the business community in Portland, Maine. We're working harder than ever to deploy VR solutions that could help more businesses improve their virtual operation.
Congrats on being featured in our 2020 Best Tech Startups in Portland (Maine)!
Social media can certainly be crazy-making in the midst of going stir-crazy from sheltering in place. But at the same time, we've noticed a bit of the "internet optimism" of the 90's has seeped back into the culture (and apparently the return chain mail along with it??). We're getting a sense that people are feeling a bit more like technology might provide some solutions to our problems and not just be the cause of them. What do you think?
Every few days, tens of thousands of people on Instagram join a virtual dance party hosted by DJ D-Nice. The blowout live-stream events, branded under the name Club Quarantine, have attracted celebrities from all corners of the internet, including Michelle Obama, Oprah Winfrey, and Mark Zuckerberg.....
A noteworthy event of the stay-at-home times: Superdata is reporting that purchases of digital games hit $10B in the month of March, the largest single month on record. And, that the #VR exclusive title Half-Life: Alyx hit over $40M in revenue in its first month. For AAA games, that's not any kind of record, but certainly a first for any VR title.
Spending on digital games reached $10.0B in March, the highest monthly total ever. Individuals are turning to games as a reliable entertainment option during the COVID-19 crisis and are using online multiplayer to keep in touch with others. Total digital revenue was up 11% year-over-year from March
Driftspace helps filmmakers like Daniel Quintanilla Lee and Shuab Mahat to create and share powerful, immersive stories in Virtual Reality.
In their most recent work, "Returning to Dadaab" viewers accompany Shuab, a Somali-American living in Maine on a journey to Dadaab Refugee Camp in eastern Kenya. Returning to the camp for the first time since being resettled to the United States 15 years ago, Shuab is there to reconnect with his mother, siblings and grandmother. He is trying to understand why his family, along with a quarter of a million other refugees, are stuck in the desert with scarcely any possibility of getting out.
Thanks to The Tech Tribune for being recognized on their best of 2020 list!
The Tech Tribune staff has compiled the very best tech startups in Maine. In doing our research, we considered several factors including but not limited to: Revenue potential Leadership team Brand/product traction Competitive landscape Additionally, all companies must be independent (un-acquired),.....
In the midst of these deeply troubling and challenging times we believe in the power of human ingenuity and collective problem solving.
In the face of social distancing, we want to work on better Social-at-a-Distance. In the face of travel restrictions, we want to work on better virtual travel. In the face of widespread anxiety, we want to share more healing and unifying experiences.
With that in mind, check out this video intro to Driftspace, our new platform for creating and sharing VR stories that combine 360 video and interactive 3D, with an easy-to-use, in-headset editor.
Driftspace enables rapid development and deployment of VR content in the space of documentary, etertainmnet, education, brand marketing, training, remote learning, and virtual tourism.
Driftspace is designed for all people, companies, and orgs with place-based stories. From global orgs, to local businesses, to dispersed families - if you have special corner of the world, a human experience of the moment, a solution that people should see - we want to help you share it with the world, and with those who you wish could be closer.
Our first public beta is planned for release in May. But, if you've got a VR project for the moment that could have a positive impact, please let us know. We'll do our best to make it happen sooner rather than later.
Thanks and be well!
Video credit to our very talented friends at Knack Factory, shot at our very special place: Big Room Studios in Portland, Maine.
👉Full review and sample videos/photos DOWNLOAD: http://bit.ly/2So3Wgt
Meet the tiniest 4-lens 8K 360° camera that can live stream in 8K without a computer and AI auto-generate well-organized virtual tours - Labpano Pilot One. In this in-depth review, we are going to cut through the marketing hype and compare Pilot One with Kandao Qoocam 8K, Insta360 ONE R and Ricoh Theta Z1
2019 was a big year for VR and it’s only up from here. Join us on this adventure as we bridge the gap between VR games and 360 film.
VR adoption is accelerating thanks to the Oculus Quest. We’ve seen over 100 VR titles break $1 million in revenue, growing the total VR software market by 3x in 2019. Top grossing VR titles have cleared $10 million in revenue, and can reach up to $60 million in sales given the current distribution...
In October, we went with the Maine crew to Disrupt SF to show off Driftspace - our new platform that makes it easy for anyone to create and share stories in Virtual Reality. Maine Startups Insider made a short film about the journey. Here’s the trailer:
In October, founders of eight Maine tech startups traveled to San Francisco to attend TechCrunch Disrupt, arguably the world's most famous startup conference. This was the first time a Maine startup—let alone eight—had been represented at the iconic event. "Crunch Time" is a short film about the trip that was produced by Maine Startups Insider in collaboration with Startup Maine, which organized the trip. A screening event for the full 15-minute film will be held Wed., Dec. 18, at 5 p.m. at Mechanics' Hall. The event is free, but registeration is required (RSVP link in the comments).
The film and screening event were sponsored by Maine Technology Institute and Preti Flaherty, with additional support provided by Gorham Savings Bank, Maine Venture Fund, Maine Center for Entrepreneurs, and Mechanics' Hall.
Turns out we were one of the first companies from Maine to ever attend TechCrunch Disrupt. Huge props to Startup Maine for giving us a lift, to Maine Technology Institute for support, and to Maine Startups Insider for documenting the journey. If you're in the neighborhood, come check out the film at Mechanics Hall (Portland, Maine).
Join Maine's startup community to watch a short film produced by Maine Startups Insider, and in collaboration with Startup Maine, about the eight Maine startups that traveled in October to attend TechCrunch Disrupt, arguably the world's most famous startup conference. This was the first time a Maine...
'Island Institute president Rob Snyder calls "Island Land" a powerful tool that gives viewers "an unprecedented experience of the places we work in, and the VR tool eliminates the narrator. It puts Mainers in charge of their own story."'
Our founders are bullish on the power and utility of Virtual + Mixed Reality and are working to make it accessible to more people and organizations.
Big thanks to Mainebiz for the reporting on the power of VR and the work we've done in Maine.
Big Room Studios and our spin-off Yarn Corporation made the cover of Mainebiz for our work in Virtual Reality. Big thanks to Renee Cordes for the fun interview and to Tim Greenway for the photo. Thanks to Island Institute for the opportunity to capture so many interesting projects and people from Maine's coastal and island communities. Thanks to Samar Makouk for the beautiful island rendering - and to the many, many others who are part of this work.
Nice little writeup from The Boston Globe of the recent exhibit featuring our #VR work with Daniel Quintanilla and United Youth Empowerment Services
“Making Migration Visible” is at the Institute of Contemporary Art at Maine College of Art.
Yarn Corporation's cover photo
More VR! This Saturday we're sponsoring the Inaugural York County Mini Maker Faire and will be showing you how to make your own virtual reality!
Here's another chance to see |AT THE PERIPHERY| our #VR collaboration with filmmakers Daniel Quintanilla Lee and UnitedYES on migrant workers and visibility / invisibility.
Virtual reality filmmakers Daniel Quintanilla and UnitedYES, working with the Yarn Corporation, will be in the gallery to share At the Periphery, a virtual experience that explores the often paradoxical idea of “visibility” as it relates to the immigrant experience. In this virtual journey, one ...
Our latest #VR collaboration with Daniel Quintanilla Lee |AT THE PERIPHERY| is open to the public tonight Maine College of Art! The piece is explores the visibility/invisibility of migrant workers.
Progress for WebVR!
Mozilla, the non-profit company behind Firefox web browser, today announced a new cross-platform, open sourced web browser called Firefox Reality, something Mozilla says was built from the ground-up for standalone VR and AR headsets. Firefox Reality, Mozilla says in a blog post, has a specific focus...
This Startup Makes Augmented Reality Social—and Ubiquitous
Ubiquity6 wants to be a platform on which others build AR experiences.
“When you’re stuck, make a list of what WOULDN’T happen next.”
Pixar's Rules of Storytelling were originally tweeted by Emma Coats, a Pixar Story Artist. Rule 1: You admire a character for trying more than for their successes.
Excited for this release:
Upcoming VR project 'Hold The World' releases trailer.
Sweet! We just got another Maine Technology Institute seed grant to work on the Driftspace platform for #VR content creators! Thanks MTI - love you!
Showing “A Shared Space” a #VR documentary at She Doesn't Like Guthries. What would Bob say?
Check out John Carmack talking about the state of mobile VR at Oculus Connect.
Tune in to hear John Carmack, Oculus CTO, talk about the state of mobile VR and more!
Looking forward to 2018.
Oculus Go is a standalone headset coming in early 2018 for under $200. Big leap forward for potential consumer adoption!
4 Thompsons Pt, Ste 201
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