06-23-2018 11:57 PM
07-09-2018 02:49 PM
This week I’ve spent some time researching what is out there related to what I’d like to experiment with and explore. I’m particularly inclined to play around with text and poetry in most of my projects. With VR I’m concerned about legibility. I’ve also begun recalling a lot of my old research on the “unreadable” and digital/kinetic poetry. I’m asking myself a lot of questions. How does text feel in VR? How does this relate to the form and content of a poem? I found myself reading about “Poetry in Motion” (as it relates specifically to VR) and a scholar’s musings on how to read the illegible.
When Googling “poetry in VR” the John Ashbery’s Nest project by Karin Roffman made in conjunction with Yale University’s Digital Humanities Lab came up. The experience is meant to be a virtual tour of John Ashbery’s home, and less of a literal experience of poetry. Some poetic games I did come across included Cabbibo’s work. I’d like to take the time to analyze those experiences.
While searching the web, I came across immersionVR reader. I’ve come to realize I don’t think I’m looking to develop a project quite so text heavy. I also came across this blog post “10 Rules of Using Fonts in Virtual Reality” by Volodymyr Kurbatov. I think it serves as a good starting point for what I should begin testing Unity with in the coming week. I believe those are next steps.
-Emperatriz
07-09-2018 02:49 PM
07-09-2018 02:49 PM
This week I’ve spent some time researching what is out there related to what I’d like to experiment with and explore. I’m particularly inclined to play around with text and poetry in most of my projects. With VR I’m concerned about legibility. I’ve also begun recalling a lot of my old research on the “unreadable” and digital/kinetic poetry. I’m asking myself a lot of questions. How does text feel in VR? How does this relate to the form and content of a poem? I found myself reading about “Poetry in Motion” (as it relates specifically to VR) and a scholar’s musings on how to read the illegible.
When Googling “poetry in VR” the John Ashbery’s Nest project by Karin Roffman made in conjunction with Yale University’s Digital Humanities Lab came up. The experience is meant to be a virtual tour of John Ashbery’s home, and less of a literal experience of poetry. Some poetic games I did come across included Cabbibo’s work. I’d like to take the time to analyze those experiences.
While searching the web, I came across immersionVR reader. I’ve come to realize I don’t think I’m looking to develop a project quite so text heavy. I also came across this blog post “10 Rules of Using Fonts in Virtual Reality” by Volodymyr Kurbatov. I think it serves as a good starting point for what I should begin testing Unity with in the coming week. I believe those are next steps.
-Emperatriz
07-09-2018 02:49 PM
07-09-2018 05:00 PM
07-09-2018 07:26 PM
Delete because of duplicates.
07-10-2018 07:55 AM
07-11-2018 10:33 AM
Oculus Rift - Hopefully Oculus Go also later.
07-12-2018 01:32 AM
07-12-2018 02:16 AM
Project Title: TBD
Team Members: Jasmine Roberts, Kanu Jason Kanu, Katherine Mimnaugh
Proposal: Development of a
two-player non-human avatar relationship VR application in which users are
matched with potential partners. These matched users then undergo
activities in virtual reality and are intermittently asked a series of question
to facilitate conversation
Device Specification: For the Oculus Launchpad prototype submission,
we are developing a prototype for the Oculus Go--this will later be expanded to
accommodate the Oculus Rift and Santa Cruz DOF
Background:
In 2018, dating and relationship applications are the most revenue-generating
applications. Applications like Tinder are the 3rd highest grossing
applications. The introduction of mobile devices has led to a barrier between
human communication. As an empathetic medium, VR has the potential to bridge
the digitally-induced relationship gap. The dynamic our application wishes to
create would evoke amusement and inquisitiveness about the other person. We
believe these interactions can be expressed without a strictly anthropomorphic
avatar. In 2015, the New York Times posted an article
entitled the “36 Questions that Lead to Love. These questions will be
incorporated into the user interface dialogue prompts within the experience.
Challenges: To create a safe play
environment in VR, in which users of all gender identities would feel safe and
comfortable.