Zero Infinity Inc. - XR Systems & Experiences
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Zero Infinity Inc. creates and produces Immersive XR entertainment Systems and Experiences.
 
Our concepts are grounded in 6DoF natural mobility and locomotion through mapped real spaces, spatial awareness, voice input, real and fantasy-world, full-dimensional positional graphics and sound, and interactivity - both social and technological - human and AI.  We seek to push the boundaries of technology to create experiences that have never been possible before. 
We value social fun.  

 
For Venues, we provide systems with 0 footprint.  That's the beauty of wireless headsets - wearers  freely roam throughout the experiences that are contained within the designated area our Systems feed.  We understand the volatility associated with XR as the industry is undergoing a massive uptake in adoption, and technology is improving daily.   New headsets are coming out every year, and we're approaching a big shift: Consumer AR glasses with the capabilities of Microsoft's Hololens.  This could be as soon as later this year, with Apple Glass.
As such we design our systems for continuous upgrading, cross-platform - most importantly - with this imminent future in mind, as conventional forms of entertainment, and Venues, will change by necessity.  Our design is focussed on Streaming across Wireless Networks - both local and web-based - so that Venues will take advantage the vast remote market outside their four walls.  By combining the two we will potentially increase each Venue's serviceable market by thousands... exponentially. 
No longer will a Location-Based Venue be limited to its local geographical area.

It's one thing to experience something in a venue that you can't at home.  That's what Entertainment Centers are for.  But when you can experience it with people both in the venue, and outside of it, simultaneously - the fun goes next-level.  Venue-based Entertainment always has to be exponentially better than what you can experience at home, to maintain market-draw. 
​Life is live. 

Venue xr system™

Our VXR™System was designed to provide a simple and flexible setup - it can be rolled in and out of Event Rooms - or any open space - turning empty space into a valuable, multi-player VR attraction.  We developed the system in a joint venture with ManuVR Entertainment.
It's two valuable distinguishing features are:
1) Proprietary redundant tracking system locks the virtual play area in a designated place on-location - for safe play
2) Online Networking allows multiple systems at the same or remote venues (anywhere in the world) to be networked into the same experiences.  These could be location vs location team games, or games with players from multiple locations - either in a free-for-all or team vs team game.  
The system ships with our VR Laser Tag title called Cyborg Revolution.
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Five additional systems are in the works:  AXR™ (virtual environments mapped to complex physical spaces, such as Laser Tag Arenas), ULTRA™ (Upgraded Laser-Tag Reality Augmentation™), Holographic ARcade™, and LUXR™ (our system designed for Music Venues and Lounges).


HOLOGRAPHIC ARCADE ™

Our Holographic ARcade™ system will deliver a World of holographic games on-location, creating a "virtual carnival" - so that players will not only see the game they're currently playing, but also the others that are being played by other patrons in the space. 
What this means is a reimagining of the interior design and layout of the Arcade Venue, where locations can allocate a very large open space without permanent physical attractions.  Physical space will be designated to virtual games which can be switched based on demographic factors such as the time of day, for example: kid games during the day, mature games at night.  With Mixed Reality glasses, Entertainment Venues will look - and sound - very different.  The experience will be much less chaotic and way more amazing - drawing a wider market. 
We created ZARZL in 2016 to demonstrate our HOLOGRAPHIC ARCADE concept. 

ZARZL was modeled after the most basic and original game (one that might rhyme with "mac-man") with the simple concept of playing in real space, by moving through it.  You're not controlling him - you are him. 
Except you happened to stumble on an area where Aliens landed.  They want to communicate with you, but if they touch you - you die.  To win the level you have to communicate with them before they negatively ionize you, creating a black hole.
This was our first jab at creating something using the Hololens' features: 6DoF, "holographics" anchored perpetually to real space, voice input.  If we develop it further for consumer glasses, it will rollout as follows:

Level 1:  the Containment Unit 
was made to fit standard-sized Event Rooms.   The game can also be scaled to fit the space.
Level 2: the player is beamed up into the UFO where (s)he will befriend, successfully communicate with and "free" a ZARZL into the real world.
Level 3: ZARZLs will live in the real world, even outside.
   

S.I.X. - Sensory  immersive  experience™

 (The Sensory Immersive Experience (S.i.X) is a concept for a new form of entertainment: an evolved form of Cinema, more akin to a Lounge - for which our LUXR™ System is currently being designed.
We believe Theaters will benefit from a shift towards integrating XR entertainment, and not just games, but experiences that are narrative, social, and which promote the consumption of food and drinks.
Music Venues and Lounges will also profit from these experiences - in particular from the integration of remote audiences.  Our system will manage the complex delivery of combined linear and interactive elements, house and local sound, location-based and remote attendees, and well as voice and movement triggered interactions with AI characters.

Our Proof of Concept for "Ascension" created in early 2017 was very basic (due to financial constraints), yet deliberately unsettling and creepy.  The aim was - is - to engage the viewers as subjects of the experience.  Participants of the shared experience quickly realize an appreciation for their fellow human-beings - which is what we want.  The journey will be surreal and shared with friends.
This Proof of Concept demo runs on the Hololens.  
The Video below was shot using the device's onboard video capture.  The wearer is naturally aware of his surroundings - people and physical space - which is what ties the experience to reality.  

SiX: ASCENSION

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Ascension is a spiritual sci-fi interactive music narrative told by Alien/Angelic light-beings.       
While immersing the audience together in a shared, social, holographic mixed reality environment with food & drinks, the experience will not confine them to a seat or a table to sit in silence.  The story will promote movement and interaction around the venue as it unfolds.  The SIX will employ voice input and interaction from AI and real remote participants as Holographic Avatars.  
The debut experience for our LUXR
™ System - designed for the types of venues that will run this kind of entertainment - will include an App that allows guests to order F&B throughout the experience, without having to wait in line at the bar or for a server.  This will optimize the venue's efficiency: reducing staff and increasing sales by making it easy for customers to order.
Our vision for the S.I.X. is how we see the future of nightlife, and visual-music entertainment that will be streamed to personal consumer devices.  This vision might take another 2-4 years to come to fruition, as it will require a new generation of XR glasses with the capabilities of Hololens 2, yet in a more consumer-friendly form, greater FOV and lower price.
We believe this experience will demonstrate what is possible for a new form of Entertainment Venue of the future, and devices that are logged into that Venue's System.  We know this is an imminent future.

MIXED  REALITY ENTERTAINMENT

We're equally about the venue - the context - and the virtual experience - the content.  
We're excited by providing experiences outside the home now, that will soon become experiences they can share wherever and whenever they want.  The very best experiences will be social ones that integrate friends from different places all over the world.  The optimal venue for that - in our opinion - is not an imagined virtual space, but a real physical location that people can join into virtually.  That means a Venue.

Our goal:  entertaining people with mind-blowing new-technology experiences 
The bi-product:  promoting the adoption of Mixed Reality Devices by providing the opportunity for people to have the most amazing tech-based entertainment experiences they've ever had in their life, in Venues.
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