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Week 8: Oculus Launch Pad (Due Aug 13 Midnight)

Anonymous
Not applicable
This week we will have another Friday Office Hours - hope to see you there!

58 REPLIES 58

elisabethdeklee
Explorer
Creator: Elisabeth de Kleer
Project: Communities

This week, I discovered the online Matterport interface (Matterport being the company that creates the 3D scanner I've been using) already supports 360 video integration. Using their tools, I was able to create nodes that draw attention to different elements in the scanned spaces and link YouTube videos (both 360 and traditional) to those nodes. Yay!

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The downside is that while it works great for viewing on the computer, it's not yet supported in VR. If I attempt to load the scans-with-videos into my GearVR, I get an error message. This means in the coming weeks, I'll need to find a way to do it myself to create a similar effect.

In addition, I've found a programmer who can sit down with me for a day or two this week to help me create the lobby viewers will see when they enter the experience. I'd like to my viewers to be able to see the experiences displayed on a map, on which they can walk around and navigate freely.

icy_violets
Explorer
Matt Schumaker

This was a busy week for me, closing out my teaching for the summer term, so work on this project was unfortunately somewhat slower than hoped.  While most of the visual abstract narrative and the music are both in a good place now, I continue to investigate the best way to port the main shader and the scripting of its parameter changes, as well as sound spatialization into Unity. I expect to make great advances this week and am looking forward to bringing the many disparate elements of the project together into the engaging immersive experience we imagined at the beginning of this work.

rbazelais
Protege

Week 8: Storytelling and Content

This week was super slow for because my internship is getting a bit more intense as we enter our final week of core app development with our full team. Which means I essentially burned out for this week so I'll keep it short. 

I've been doing some research into storytelling in 360 video since our game does have a "memory" as a glimpse into a 360 video and photos. It got me to thinking about how we can create a connected narrative that the player can unlock through activating a specific combination of neuron connection patterns in the main play state. I realized that even if I did achieve custom level design, we weren't telling a story. At least not yet but it would play like a set of flashbacks that come to head at some point. Then I also realized I know nothing about shooting 360 video and well this whole project is ambitious to begin with. Anyway...I got stuck on what kind of stories do we want to tell. Invoking a sense of wonder and challenge in this space would be difficult because the game should feel more unified and work towards a common overarching goal. The mechanics could reinforce the actions that the player is taking but when you throw video into the mix the content of that video is also crucial. Right now any "memory" placed in the game are just w.e footage we pulled from scott's trips but the player doesn't feel like it's their memory or something they would remember. That lead me to experimenting more Gear 360 video this weekend. I've been shooting some mundane everyday things like busy crosswalks and stores. It's kind of like if I dropped you in the middle of a scene in the movie would you feel out of place automatically or want to find out what happens next. Hopefully I can figure out a way to encourage the latter. 

https://vr.rachelbazelais.com/wp/2017/08/14/week-8-storytelling-and-content/

AVCVgames
Protege
Micah Week 8 | 8/6 - 8/12



Personal Observations/Progress
  • Feelin' the crunch time this week. I worked pretty much around the clock all week to get my final scenes done and in place. Although our deadline may be Sept 10th, I really feel like I need ot be done by the end of next week and have the final weeks for solving issues and putting polish on my submission. I think I will need at least a week to complete the promo images, logos, marketing screens, etc. Unfortunately, I don't think I will have much time to have various people go through the experience and provide feedback. Overall, I feel confident with where I am and what I think I will be able to submit. However, there are a lot of features and elements that I just won't be able to have in place by September.
  • I'm starting to stress out about the music situation. Initially I got responses from the artist's management and this week I reached out to the label that the song was released on, and again I got an initial response but radio silence thereafter. At this point, I'm going to have to move forward with using temp score and library music, which really sucks. The song I'm trying to license is such an important part of my piece that I feel it will really suffer without it. Anyway, I gotta keep it movin'!



Production Progress
Task: Integrate the Angels
From my initial sketches, to the concept renders, to the final animated model, I've been waiting roughly 6 weeks for this moment. My modeler/animator finally delivered the Angel for my project and it was perfect timing! However, it took me nearly 2 days to get the shading and materials right and to also get the animation clips broken up in Mecanum. I also had to figure out a system for triggering the appearance of the angels and playing the appropriate animation, which required a lot of thinking and a little programming. However, after all of the tweaking, one of the key components for my experience has been integrated and it really brought things together. If you want to check out the progression of my Angel character, visit this link: https://avcv.biz/wam-concepts
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Ongoing Task: Complete All Scenes
So, going into this week, my goal was to build out and finish every scene and include all of the main actors. Although I had completed my main (and largest) scene weeks ago, I still didn't have my "bookends" in place. Well, I finally built my opening credits, starting scene, final scene and linked them up with transitions. Today, the goal is to build the full project out and have my first full viewing! 

For my opening and closing scenes, I relied on the Asset Store and found some great core assets. Of course, I still had to spend a lot of time setting them up and making them work the way I wanted them to. However, the scene that took the most time was the opening credits scenario. My idea for the opening credits was fairly simple, however when I started making it, it proved to be really challenging. In the end, I figured how to get it working but it took much longer than I expected!
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Next week my focus will be on audio and finishing up!



dustin_harris_7
Explorer
I love seeing all of the progress in this blog. Everyone here is so talented and inspiring. I also see the power of working as a team: I've been doing all of the design, modeling, and coding myself so far, and I'm not nearly far along as some of the rest of you! I only hope that as time continues to dwindle I'll be able to step up the pace.

This week I have good working models for all of the objects in my demo scene. I also started taking some 360 camera test shots of the real environment that corresponds to the 3D models. My goal is to get them to line up so that the user can switch back and forth between the two. So far this looks really strange due to the distortion of the camera lens. I may need to use a transition effect between the two to reorient the user.

I've also been experimenting with different gameplay mechanics in Unity. I suspect that I'm a bit too into the weeds at this point, so in the coming week I'm going to up the altitude and work on a cohesive story and built out the gameplay around that. Have a great week, everyone!

GangstaClo
Retired Support
Implicit Bias Training Lab - Clorama Dorvilias (and Jessica Outlaw) - week 8

Technical Development Update: 
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Starting putting together the environment this week!

Was playing with the Timeline Editor in Unity 2017.1 and came across a couple bugs when I wanted to preview the the animation for sliding the doors.
  • One was fixed by implementing the solution that a few of the previous blogs are alluding to.
  • The next one required a re-import of all my assets due to a duplication of imports for a"Unity.Engine" assembly reference. 
Next, finding avatars to act as researchers. I checked out a couple free ones on renderpeople.com/
found a few animations on Mixamo that I could use when they are doing an introduction to the training. 

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Research Development - Collaborating with Teachers 

I spoke to my friend Victoria Duran, who's a high school teacher in San Jose yesterday and she's open to be all in to act as an advisor and engage her school to partake in whatever we build, in any way we need to, provided its run by her first. 

A few things she's excited about: 

- She came across some tech/education grants that she is happy to apply for on behalf of this project. 
- implicit bias training and is willing to help us figure out communications on this. 
- ideation sessions with us for how we can also serve other types of biases in education
- exploring vr ideas to give students more immersive experiences into curriculum lessons, etc. 

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Personal Stuff: 
-I'm going to be in Alaska for the week again and will be unfortunately fully engaged to our soft launch research. However, I'm going to try and bring my pc this time so I can work on prototype development in the hopes of an airport delay that tends to happen or over the weekend, if I get some down time. 

Fun stuff:
Got to host a VR Jam Session with a few other local OLP at my office today, organized by Andy Tsen!

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It was really cool getting to know the others, trying out the different their demos, and overall sharing our own personal journeys in VR. The energy was just really amazing and I can't wait for us to do it again! We Facebook lived some of it (available in the OLP FB group).







dilanshah
Protege
Today you can check out a creation process video of modeling cabbage sprouts in an a-frame hydroponic water system as well as a rosemary plant. I did need Maya to construct some assets because from google blocks and tiltbrush at times one can't manipulation vertices with the control you would have with a laptop and mouse. Learned about the move and duplicate commands; and produced a few other plants there along with a small hydroponic system for a counter top (looks like this blocks rendition but a bit nicer although I was able to make this one much much quicker, https://vr.google.com/u/1/objects/7em9BhqPzoX

video: 
https://www.instagram.com/p/BXkEmIQjmnu/?taken-by=vrideas
https://www.instagram.com/p/BXwobhpD0tl/?taken-by=vrideas
models: 
https://vr.google.com/u/1/objects/8YoEyKCEKWd
http://tiltbru.sh/0-XbNt4IU-h

Happy with the cohesive, low-cost art style. More to follow.

skatekenn
Explorer
This week has been really busy for other reasons (family obligations chief among them), so much so that I almost missed this blog post! This upcoming week, though, I've got a lot of free time, so I've put together a big schedule for getting much more done!

aerialshading
Explorer
This week's achievements:
  • First tracks composed by our music guy
  • More items modeled
  • Room greyboxed
  • Finished teleport system
  • Implemented object interaction
  • Script written
  • Full room sketched 
  • Items textured
Next week's goals:
  • Record script
  • Finish modeling
  • Model out room furniture
  • Effects
  • Add sound interaction
I accidentally got my modeler a full time 3D job (thanks women in vr/ar!!) so he's now going to be out of commission for a few weeks while he gets paid for his work :wink: Hopefully it won't slow us down too much!

robotliliput
Protege
Updates from past week:

1.  I got great feedback at the Tilt Brush event! After staying up late on Sunday and running into problems with bugs and versions of software not working on my backup computers, Jesmin saved the day and put together a working build on another computer. Without her help, I wouldn't have been able to show any of my work on the GearVR at the Tilt Brush event. For about 2 hours, I explained my ideas to people and got wonderful feedback. I wasn't expecting to get much feedback considering the state of my project (static sketch, script displayed alongside as text), but people seemed to understand the idea and gave me a lot of helpful thoughts. Here are some of the comments that stood out:

  • Possibly change the lighting to reflect the change in tone between the beginning and the end of the script.
  • It would be good to present the work at schools where people don't often have access to the hardware. 
  • Could consider having a 1-way conversation to make the viewer feel more helpless. It could be confusing for a viewer to figure out that one of the voices is supposed to be their own.
  • Consider using more audio cues outside of script, pay attention to body language and how that can be used to make the viewer feel differently. For example, invading personal space is very powerful.
  • Some similar work was brought to my attention during the conversations: "&maybetheywontkillyou" and the 9/11 VR experience "08:46". I'd like to spend some time researching each of these further to inform the work that I am doing and try to find ways to make it a successful experience.

2. I finally got my laptop back from Razer support! It took me several days to re-install all of the software and re-do all of the setup work for GearVR development. I ran into some bugs with the more recent versions of the software that I didn't encounter the first time. As a result, it took me until today to get the scene with the first sketch to build on my device. 

For the next week, I plan to spend a lot of time sketching and put together the basic menu structure in Unity and get that to load the first sketch properly with audio.