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Week 7: Oculus Launch Pad (Due Aug 6 Midnight)

Anonymous
Not applicable
Week 7 - we are at the half way point. Looking forward to seeing the updates you are sharing. See you on the call Friday!

70 REPLIES 70

sskolnik
Explorer

Week 7 Oculus Launch
Pad, Shayna Skolnik



On the 360 video side, this week has been spent editing the
footage that we were able to get and determining if we have enough. I think
that overall it will work for the demo. The women who ended up moving our
things may be an interesting (if unexpected) component, but I didn’t think to
get their contact information for a waiver. If we do use that part of the
footage for the demo, then we may end up having to refilm just the timelapse
sequence (at some point down the road) with either actors or someone who can
give un the necessary legal releases.



On the interactive side, the menu is coming along. Adam has
been working with different Unity plug-ins and has the spherical video working
well. We were able to use the Oculus store Alpha release for testing purposes,
which is great! This is a great way to test out our inventions 🙂



I have also been working hard on figuring out the
voice-over/narrative. I have reached out to some contacts to see about doing
something special (with no budget) and I’ve got my fingers crossed that something
exciting will come through (future blog post as I don’t want to jinx it!).



The final element is still the data. Finding an animated
time series of sea level rise data has proved to be more challenging then I thought
it would be. I’m at the point where I think we may have to attempt the 360
animation ourselves in order to get the right data to support the script
narrative. With such a short production time, that is a decision that will have
to be made very soon.



All in all, it’s been a productive week on all fronts and I’m
really excited to see this idea come together. I’m already eyeing SXSW and some
other film festivals, although I don’t know if a piece as short as mine would
be admitted.  



 



 

ItsAllMe
Explorer
Jackpot!  I hit the jackpot!  I was talking to a guy this week that's helping me get 3 mobile apps out within the next 2 months and I asked him if he knew of a 3D artist with experience creating for VR, he said, "Actually, I do and his work is amazing."  So before he could even make the intro., I found the guy on LinkedIn, told him who referred me, told him what I was working on and after he reviewed my doc and asked a few questions, he said he's in and that he's cutting his rate in half because it's a worthy cause. (He's not the first person to say that..... (you'll see what I'm working on later!)  🙂  He has also created and published for Gear and it looks AMAZING!  He referred me to someone he regularly works with, (whose not in The States) who has also created and published for Gear and did ALL the work himself.  (It makes a happy tear come to my eye.)  Ohhhh., he also said he won't need all 4 weeks to get it done. We're having a multi-time zone Skype call on Monday and getting to work!  

-April Bliz

kenmcgrady
Protege
I am happy to present one of my videos that I used for my master's degree. The results of the study were less conclusive than I would hope, but what was reassuring was that people believe VR can be used in Math Education somehow. I am hoping to find a school or two in the area to be able to do a more controlled study with groups of students learning from the platform to assess engagement and outcomes.

https://youtu.be/KjlNPONDRN0

Virtual reality has a long way to go to become an effective commonplace tool in the classroom. There is potential to demonstrate its ability to describe a new type of visual narrative that allows interaction and telepresence. In a math classroom setting, this type of narrative seems like a great tool to illustrate math concepts similar to story problems. Those in the experiment group knew there was an application the experience, and a majority of those in the control group believed it would be effective. While early results are not showing significant outcomes, quantitative opinions from subjects indicate a need for further studying. In short, I'm still motivated as ever :smile:

CatsAndVR
Explorer
2095v71rkdcj.png Life can be like a video game and that is really cool. But not when that game is like Dark Souls. So I am worried about having about 2 months of Unity work down the drain if the computer does not work. There was a recent crash on Friday...that turned into something bigger today. Im getting it checked out tomorrow. Im not down and out though cause no matter what I want to have something to submit in September. It may not be what I originally had planned but I will have something. On one side perhaps the computer is not screwed. The week did start off well at first and hope fully it still goes well. I secured some original music to add to the game https://www.youtube.com/watch?v=ongKTviB7JQ&t=3s

I am also shooting a 360 video for the artist next week..so depending on the computer situation and if I can access the project again I may need to rest heavily on a 360 video for a submission. Never giving up...but working on solving. 

tricartceline
Protege
Untitled Music Project

Another week with not much to say apart from a good news: I pitched the project to a company that can help finance and produce it and they loved it! Next Thursday I'm meeting with the artist to work on a deck which will be the base of my Launchpad submission. Hopefully this will help get the ball rolling with the company and I'll be able to assemble a team shortly after. 
Fingers crossed!

GangstaClo
Retired Support
Clorama Dorvilias
Anti-Bias Classroom Training with Jessica Outlaw
Week 7

Personal Stuff
So another crazy week of travel--started in Cuba for sister's 30th birthday, NYC to speak at the VR Games for Change Summit, Massachusetts to visit my new niece and back to NYC today awaiting my flight back to SF tonight. 

Update: Game Development
Since I wasn't able to bring my PC for further developing the prototype that Jessica and I are working on for Classroom Anti-Bias Training, I did have time to better think about the technical scope for what to build for submission. This entails the specific user flow that we would focus on technically building out and perfecting which would capture the most critical aspects of the training and experience--potentially ready for immediate use as a beta demo. 

Jessica delivered an amazing detailed and comprehensive overview for a business, budget, and concept proposal that would be we could build on for prospective stakeholder pitches. I feel that this will meet the technical prototype demo halfway. 

Demo User Flow (rough outline)
  1. User will be presented with Research Lobby upon the start of the demo.
  2. Two researchers enter room and greet the user
  3. Researchers provide intro to the tool and training for use of the controls and the navigation. 
  4. Walls open up behind the researchers to reveal a 'state of the art' futuristic, research facility. (See our Pinterest board for inspired design ideas)
  5. User is presented with options for testing to choose from. 
  6. After selecting the desired test, room will slowly move the testing environment to the user (to minimize teachers having to use controls to navigate which can present technical issues for non-tech save users)
  7. One researcher will provide intro and tutorial to the test. 
  8. User will then select to begin the test
  9. After test is over, research will share results and recommended solutions for improvement
  10. User is presented with option to retake test and practice new solutions, take another test, and or practice room for training, once satisfied with results. 
Things we will need to keep in mind for 'testing bias' in game development...
  • How do we keep the 'bias testing' ostensible so as to not evoke fear or stressed testing for users. For example, some solutions could be for test session naming called: "Learn your classroom teaching style" or "Inclusion Testing" --or something not so obviously potentially biasing for the user. Results will highlight the different ways teachers chose students (always to the right, students raising hand higher, students with color, etc) and showing the numbers or the percentages for the choices made on visible factors. 
  • What research proven strategies for recommendations should we provide users with based on specific testing results?
  • Can this app begin to open up to 'different departments' that tackle biases in other environments outside of the classroom?
Fun stuff!
So naturally, HAD to bring the Gear 360 cam with me to Cuba! I took about 20gb of video that I can't wait to put together when I get back home.

Took a whole bunch of fun Tiny Planet photos. And of COURSE, FB'd live at the historic National Hotel of Cuba & the Hotel El Presidente of Cuba (only places I could find with wifi). 

Funny enough, the wifi was so bad, that it only livecasted about a minute of both experiences. While the National Hotel livecast was posted to my personal page, the live cast from the El Presidente in Havana can be viewed here: https://www.facebook.com/ClolovesVR/videos/159578304614945/

And of course, HAD to FB live my first experience of speaking at the VR for Change Summit in NYC on August 2nd, using the Gear 360:

VR for Change Summit Panel Discussion: Forging the Cyberfeminist Future

I was also lucky enough to get to hang out and bond with other inspiring Launch Padders that just made the whole experience 10x better for me! Shout out to Meredith, Hessvacio, and Kiira!
4jcztxqglyxy.jpg






AVCVgames
Protege
Micah Week 7 | 7/30 - 8/5

Personal Observations/Progress
  • Attended Siggraph this week and overall really enjoyed it. The last Siggraph I attended was in 1998 I believe. Lots of VR focus this year, as to be expected and given that the crowd wasn't too large, I was able to experience a wide variety of projects and seminars. I'll try to put my notes into some sort of cohesive form and will share them within the OLP Facebook group. Unity had its own theater where they ran different workshops each day. There were even a few familiar faces like Sarah Stumbo who ran a workshop on XR Development in Unity. (BTW XR is just the acronym assigned to AR/VR/MR/ etc. I didn't know this until later 😉

    Some of the cool things I saw and got to experience at Siggraph 2017 include: Controlling an object with my mind while in a VR environment, Seeing a Unity pro demo Timeline and Post Processing in the booth for about 15-20 minutes, watching Floyd Norman be interviewed as the featured Keynote guest and seeing all the advancements in computer graphics from realtime rendering to AI driven talk shows (Meet Mike).

Production Progress

Ongoing Task: Camera Movement 
Although I was gone much of the week for Siggraph, I still managed to get some time behind the screen in the evenings. I continued working on my camera flythrough and tweaking the motion settings. This has proved to be very time consuming and ultimately I had to change the layout of the whole setting, in order to remove some of the turns and curves. The challenge I've run into is making the camera turn slowly and smoothly, without the potential for making one nauseous. Also, with the movement too slow, the piece can get boring very quickly. There is a real trick to getting the camera movement just right.


Task: Build Out Scene Transitions and Loading
Initially, I ran into a bit of a challenge in trying to get the scenes to fade out as I loaded the next scene, but ultimately this was resolved with an Asset Store plugin that works beautifully. I am fading out one scene and moving to a 'staging' scene as the next one loads. It took me a little while to get this system set up and working the way I'd intended, but I eventually it worked and it works quite well. Fortunately, this feature only took about a day to resolve and I've been able clear this from the list!

Task: Output First Standalone Build
After the Open Office Hours call on Friday, my goal was to build my project in its current state and see how well it ran and what the file size was. Well, I ran into a bunch of issues. The first time I initiated a build, Unity halted on several errors before any compiling began.


9dbuvorm0hdl.jpg

Turns out, there were a few shaders that weren't compatible with 5.6.3 and a few other scripts. Fortunately, I was able to track down the culprits and delete them without any affect on the project. (TIP: If you run into compiler errors, always check for dependencies and references in ALL of your scenes. If none show up, then you should remove the script and see if it solves the error.) Unfortunately, buying plugins on the Unity Asset Store can be a roll-of-the-dice sometimes. Even if something was tested on Unity 5, it doesn't mean it will work with the latest version of Unity. Also, there may be conflicts with other scripts or plugins which may reference code with the same name. (This has happened to me several times.) Anyway, after tracking down the bad code and shaders, my project still wouldn't build! It would get to the end of the compile and Unity would crash. So, I finally did some Google research on the issue I was experiencing and it turns out that the Oculus Developer plug ins were the problem. (I'm not faulting Oculus here, but pointing out that the version I had was likely an older version or was not installed properly.) After deleting the OVR packages, the project finally compiled and output my first build!



theextendedmind
Explorer
I was immersed in another project this week so this will be a relatively short post.  @Clorama and I talked on the phone yesterday and got aligned on our plan this coming week.  i'm going to work on the budget and draw up a formal partnership contract.  Clo is working on the prototype.  the next step is to also pick dates to test the experience.  that means it is time to recruit participants and schedule them to come in and demo the VR experience so we can collect data.  it feels like we are going to be down to the wire in having enough time to get enough participants (we are shooting for 50 people) and then analyze the data, but it's certainly possible.  

Also, i will be in SF the last week of August for the UX Week conf and if other people are around, please let me know.  It's always great to meet up with other launchpad folks who are in town.  

tifa_ain
Protege

Week 7


Let’s just call this the “How will I know?” update. Cue Whitney…


I have a team (Producer, DP, audio, me).

I have a confirmed location.

I have principal actors.

I like this production mode - I have very clear objectives, and tangible things to cross off lists. But I also have people stuff to do - communicate my ideas clearly to the DP and actors, and help the actors find gripholds on the characters. Think about the look of everything. I like these slippery elements of the process too because I’ve done them and I can create a world through them.


Two things are still giving me heartburn though…

For the post-production, I can stitch and cut. I am confident that I can do that.

Spatial audio is a little curve, but I am not starting from level 0 on that either.

It’’s the gaze detection and working with Unity. That whole aspect of all of this has me somewhat petrified. So, I am looking for help. I think I can do it myself, but not sure if I can do it well, and in time. I have 2 options for developer help. The 1st is willing to work with a budget, but seems scattered and very split on his time. The 2nd seems more with it - part of a bigger company, and of course, will cost more. Like a lot more. Like all my funds from freelance work more.

My ambitious Type A personality wants option 2 (peace of mind and all that). Practical piece of me is like, wait, what? Lol

Final decision will happen after I talk with my producer in a couple of days. How will I know which option will be best for me?


2nd thing vexing me is more confidence based - what if my material, the story, is just not that compelling.(Sing it Whitney…) All this work and energy for a product that doesn’t connect with a viewer is just like a big failure to me. I have been on sets with hard working crew, and seen all the effort it takes to make something. And then to see how mediocre that product comes out...That’s just a personal demon I struggle with I guess. It’s the villain in the story of creation. I have to push it away - or maybe invite it in, and put it in the corner and laugh at it while I keep on creating.


Also want to note that thinking about the end product has caused me to change the way I write and consider production of this project. Which is the right way to do any film project - consider how it will be consumed. And that has been really fascinating for me in this process. For example - a developer asked me, “What happens if the viewer doesn’t make a choice on that scene?” Which made me go back and reconsider blocking, timing of the take, animated assets, and coding options. Loved all of that replanning.


Next steps:

Prep for Production August 15th.

Finish the actual full length script so it’s ready as part of the submission.

Work on storyboards for the submission (just realizing this might mean 360 photos of actors in locations as stand ins for the scenes).

Decide on developer help and do a contract. Bye bye $$


madewithbacon
Explorer
Flights booked! Lodging secured! Equipment rental order placed! Alaska here we come!

Kinda lucked out on the lodging -- when I did some research a month or two ago, there were tons of options. Had to wait on some news from our film subjects to lock in the dates, and when I was finally able to book our travel, there wasn't much left. At all. But one of the very few places I found that was available (and relatively affordable... but not cheap!) is in an ideal location with a big beautiful deck that I'm 90% sure will provide us the perfect vantage point for a time-lapse sequence I've been dreaming about. So, yay! The host said they actually hosted a film crew there recently, which is weirdly validating.

Connecting with more people in Juneau about our project and they are all really excited about it and ready to help out. Had a great chat with Kara @ the Travel Juneau office; she had tons of valuable leads and insights to help us get what we're after. Fingers crossed on a particular location that would make for an AMAZING 360 setting... because that's what it was originally designed for, as a community gathering space. 

Typing with my fingers crossed is hard, so goodbye for now!