The ghost howls

A blog of virtual reality, startup and stuff


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Immotionar post mortem: how to recover psychologically from your VR startup failure

In this third episode relative to my startup failure (first one was the failure announcement, while the second one talked about the errors we made that led to our failure), I want to tell you how you, as a startup founder, can help yourself in recovering psychologically from your startup failure.

Seeing your startup failing is fucking hard, trust me. It’s like losing a person you love. When you start your startup adventure, you know that you have 90% chances of failing (these are the startups statistics), but you think that this won’t regard you, since your startup is based on a great idea and you’re super-determined to work to make it become a great success. When things become hard, you keep pushing and you continue think that they’ll get better in the end. You don’t realize it is failed until the moment of the final shut-down decision. Continue reading “Immotionar post mortem: how to recover psychologically from your VR startup failure”

Guided Meditation VR review: relax in virtual reality

Some times ago, I made an interview with a great team working on a relaxation app for virtual reality: Just Relax. Today, I’ve been able to actively try another relaxation tool for VR: Guided Meditation VR. Guided Meditation VR is one of the demos that I loved the most at DK2 times (the good old times of Oculus Share, when VR was so pure, do you remember that?) and so when Cubicle Ninja guys gave me a free key I was so happy!

guided meditation virtual reality oculus
Guided Meditation at good ol’ DK2 times… graphics was quite good, but not awesome… and doing screenshots resulted in that deformed images. How many memories!

After having installed it, I launched it… ready to feel relaxed.

Initial menus were a bit too fast (not so coherent with the relaxation theme) and were strangely controllable only using left hand (don’t know if this happened only to me or if it is a design choice… but I didn’t manage to change this in any way). Continue reading “Guided Meditation VR review: relax in virtual reality”

A talk about advertisement in virtual reality with Get Virtual

Some times ago I got in touch with Get Virtual founder Michael Rapoport and we had the opportunity to talk a bit about virtual reality advertisement.

get virtual logo virtual reality advertisement
Get Virtual logo

Advertisement. Yes, that thing on which some of the most powerful IT companies make all their business: think about Google, or Facebook for instance. They all make bazillions of dollars thanks to smart advertisement. Internet has been one of the key revolutions in the computer science history, something that has revolutioned completely our life. The following revolution, lead by smartphones, has made possible the connectivity in every moment and in every place, making possible the social revolution. All these revolutions have been completely interconnected with sales and so with advertisement: now, wherever you are, you can see a targeted ad and buy something that you just discovered you love from a shop that is on the other side of the world. Virtual reality and augmented reality will lead the next computing revolution and we’re asking ourselves: how advertisement will be on those platform?

I’ve tried talking with it making some questions to Michael, which has founded Get Virtual, a company in Florida focused on virtual reality advertisement. Here you are the questions I’ve made him, with his answers and some comments by me in the end. Continue reading “A talk about advertisement in virtual reality with Get Virtual”

WebVR will be huge, but nowadays has some compatibility issues

Today I decided to try a website supporting WebVR with my PC and Oculus Rift. I was happy because I was to experiment the future: finally I could experience the ability to try some virtual reality content without passing through any hub (like Oculus Home), just going with my browser on a website. I was excited.

This is the feature that makes WebVR so awesome. WebVR means two things:

  • No need to install any particular app on the device;
  • No need to worry about the platform: the same WebVR app can run on PC (e.g. Oculus Rift) and on Android (e.g. Cardboard), without further modifications.

Continue reading “WebVR will be huge, but nowadays has some compatibility issues”

GDC and MWC 2017 main VR news

This article is just a small recap about the latest VR news and announcement, so if you’ve lost them, you can read it here only in one place! Most of them has been made at GDC or MWC.

First of all, Vive has revealed the price of the Tracker and the Audio Strap: they’ll cost $99 dollars each. Finally we know how much money we will spend to start developing innovative VR applications with pseudo-objects-tracking. As I’ve already said, I hoped price would have been lower for the Tracker, to help adoptions among makers, but the price shows a more business-oriented approach. Continue reading “GDC and MWC 2017 main VR news”

Dear Angelica review

Friday evening I decided to have a look at the featured experience on the Oculus Store: Dear Angelica. I knew that this was some kind of 360-video experience, since there was a Sundance Film Festival in the corner of the tile… and I surely prefer interactive experiences. Furthermore in the description there was written that the story was about some kind of girl remembering some episodes of her life… and I was like: “oh God why, this surely will be some kind of super-boring stuff”. I want an action game Super Hot, not this kind of soap opera stuff. But I said to myself: “ok, let’s watch it anyway… so I can review it for my dear readers” (I was sacrificing for you!).

Well, the first 10 seconds I got bored by it… but in the end I was like “it is fu*king awesome”. But not a standard “awesome”… but an “awesome” as is said by the voice of Unreal Tournament when you make lots of kills in a row. Continue reading “Dear Angelica review”

Predictions for virtual reality in 2017

I just wrote a long article on Medium about my predictions for VR market in 2017… you can read it here. I would be happy if you can read it and express your opinon about my forecasts! VR is so uncertain and we’re all making predictions… it’s so funny to speculate!

This is not my first article on Medium… I had already wrote something about what worked and not in our VR marketing effort here. So, if you’re a fellow VR startupper, follow me there!

How to reduce motion sickness in virtual reality

Today I’ll talk about another one of the most frequently asked questions on reddit: after having talked about about if you have to buy a VR headset, which one you should buy and how to start developing with it, today I’ll talk about how to overcome the motion sickness in VR.

The typical scenario is this one: some smart guy reads a lot about VR and feels the urge to try this awesome technology, so he/she buys a brand new PC, a brand new headset (like Oculus or Vive), starts using it and… he starts feeling bad: nausea, dizziness, headaches. In short, he/she just spent 2000$ to buy some illness… it isn’t that cool!

Continue reading “How to reduce motion sickness in virtual reality”

DeoVR is now compatible with GearVR! (+ how to distribute an app without Oculus approval)

Do you remember DeoVR? It is a nice VR video player that has come out in the last times and it is pretty cool. I wrote a review about it in one of my last articles.
Well, this cool player, that was only compatible with Oculus, is now compatible with GearVR too. I decided to try this integration to write a small review, so I went to their website. And there I discovered that the most innovative thing of this upgrade is not the program itself, but the way to download it 🙂

You know, Oculus ecosystem is pretty closed, and you can distribute an app for GearVR only on the Oculus Store and only after Oculus approval. But DeoVR app isn’t approved yet by the facebook company, so they shouldn’t be able to distribute it. If you’re not practical with VR development, you may say that an easy workaround exist… it suffices that you distribute the apk to developers. But with Oculus and GearVR it is not that easy: every apk has to be built including a particular file (osig signature file) specific to the phone that will run the apk, otherwise the apk won’t work. Continue reading “DeoVR is now compatible with GearVR! (+ how to distribute an app without Oculus approval)”

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