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Week 1: Oculus Launch Pad 2018 - Due July 9 @ 11am PST

Anonymous
Not applicable
Hi Oculus Launch Pad - let us know how you're doing! Here is the first Blogpost thread. Please Add A Comment to share your update. Thank you 
133 REPLIES 133

ung
Explorer

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


mcc
Expert Protege
OK hi I’m andi mcc, of Mermaid Heavy Industries / Run Hello . Probably the best way to summarize my work is this link. I like generative art and complex imagery that arises from simple algorithms, and I like confusing people.

Launchpad is going to be a bit of a challenge to participate in for me. I spent the few months before the Launchpad program started actually working on a *different* prototype, which I am now trying to develop into a commercial product. So this makes this an awkward time to start on a separate prototype… still, I do have one idea I've been wanting to explore, so I'm going to start on that and see how long I can stick with it.

What I've been thinking about is this particular strain within 30s-50s abstract-expressionist art which relied heavily on big solid fields of color, and foregrounding the physical nature of the paint— emphasizing rather than trying to hide the fact that paintings are in fact made of paint, and sometimes letting paint do things paint isn't "supposed" to do, like drip down the canvas.

s43tawt0j4ay.jpg
(Franz Kline, probably the 30s-40s somewhere??)

t9cd6kzb2r74.jpg
(Clyfford Still, 1950)

I've been interested for a bit now in the idea of using VR to simulate the experience of walking around "inside" of one of these paintings. A couple of things that I think would be interesting "feeling"s:
- Moving around some enormous flat-shaded object that you can only see as a silhouette.
- The sensation that something looming above you is melting, or dripping (I think this would feel interestingly claustrophobic).

Mechanically, I'm interested in the idea of splitting the world into a pair of colored fields, and treating both as "portals" into another space. So for example consider the Clyfford Still piece above; if you turn it sideways, it's easy to get your eye to interpret that as either a jagged yellow object on top of a black field, or a jagged black object on a yellow field. If this was in VR, I like the idea that if you faced the black area and just started walking you'd find yourself in a black room, whereas if you faced the yellow area and started walking you'd find yourself in a yellow room. You could construct a maze within the 5 feet square VR players actually have to work with by repeatedly folding space back on itself and having the player walk in circles between color-portals leading to different rooms.

To make this work, I intend to combine:
- The Unity Raymarching Toolkit by Kevin Watters and Fernando Ramallo, which can render signed-distance-field functions directly and would I think be a good way of rendering things like blobs of "dripping paint"
- Some sort of shader??? that allows me to decide on a per-pixel basis which of multiple scenes to display, so that once I can implement the "portals".


ung
Explorer

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


mcc
Expert Protege
OK hi I’m andi mcc, of Mermaid Heavy Industries / Run Hello . Probably the best way to summarize my work is this link. I like generative art and complex imagery that arises from simple algorithms, and I like confusing people.

Launchpad is going to be a bit of a challenge to participate in for me. I spent the few months before the Launchpad program started actually working on a *different* prototype, which I am now trying to develop into a commercial product. So this makes this an awkward time to start on a separate prototype… still, I do have one idea I've been wanting to explore, so I'm going to start on that and see how long I can stick with it.

What I've been thinking about is this particular strain within 30s-50s abstract-expressionist art which relied heavily on big solid fields of color, and foregrounding the physical nature of the paint— emphasizing rather than trying to hide the fact that paintings are in fact made of paint, and sometimes letting paint do things paint isn't "supposed" to do, like drip down the canvas.

s43tawt0j4ay.jpg
(Franz Kline, probably the 30s-40s somewhere??)

t9cd6kzb2r74.jpg
(Clyfford Still, 1950)

I've been interested for a bit now in the idea of using VR to simulate the experience of walking around "inside" of one of these paintings. A couple of things that I think would be interesting "feeling"s:
- Moving around some enormous flat-shaded object that you can only see as a silhouette.
- The sensation that something looming above you is melting, or dripping (I think this would feel interestingly claustrophobic).

Mechanically, I'm interested in the idea of splitting the world into a pair of colored fields, and treating both as "portals" into another space. So for example consider the Clyfford Still piece above; if you turn it sideways, it's easy to get your eye to interpret that as either a jagged yellow object on top of a black field, or a jagged black object on a yellow field. If this was in VR, I like the idea that if you faced the black area and just started walking you'd find yourself in a black room, whereas if you faced the yellow area and started walking you'd find yourself in a yellow room. You could construct a maze within the 5 feet square VR players actually have to work with by repeatedly folding space back on itself and having the player walk in circles between color-portals leading to different rooms.

To make this work, I intend to combine:
- The Unity Raymarching Toolkit by Kevin Watters and Fernando Ramallo, which can render signed-distance-field functions directly and would I think be a good way of rendering things like blobs of "dripping paint"
- Some sort of shader??? that allows me to decide on a per-pixel basis which of multiple scenes to display, so that once I can implement the "portals".


Anonymous
Not applicable
Test post to see if this is working now.

Atley
Protege

Delete because of duplicates.

Hello All!
My name is Hessvacio Hassan, I am the creator and lead developer of Museum Multiverse a VR series for the Gear VR and Oculus Go. I also recently released a VR experience for the Gear VR called Don't Look Away, which has been downloaded over 300k times to date. 

I work with the independent game community of New York City. I currently help to build the community in the city and create video games with members of the community. My work moves from arcade cabinet games for the Games Award Show for Schick Hydro to messager games to promote Facebook's new instant games platform all the way to a desktop VR game, The Take, with my colleagues at Stuido Studios.
I also have a personal site where I share my latest projects.
Great to meet you all!

https://youtu.be/cXdtBWIFYzQ


JamesRL
Explorer

OLP2018 Blog update 7/11/2018 - Project - Smoke & Mirrors VR 

Hello Fellow OLP2018 members, staff and whomever else reads this!  James Laudermilk here, Founder/CVO of IMVR (Immersive Market VR, LLC).

Platform:

Oculus Rift - Hopefully Oculus Go also later.

Player Rating:  Not sure yet 

Supported Player Modes

  • Sitting: Content that can be experienced sitting and works best with a minimum play area of 3 feet by 3 feet (1 meter by 1 meter). We recommend using a rotating desk chair when using Sitting content.
  • Standing: Content that needs to be experienced standing and may require you to step in any direction. Standing content works best with a play area that exceeds 3 feet by 3 feet (1 meter by 1 meter).
  • Roomscale: Content that needs to be experienced standing and may require you to move anywhere within your play area. Roomscale content works best with a minimum play area of 7 feet by 5 feet (2 meters by 1.5 meters). Roomscale content require 3 sensors.

Supported Tracking Modes

  • Front-facing: Content that works with either one or 2 sensors pointing in the same direction. Front-facing content may support both sitting and standing player modes.
  • 360º: Content that can either work with 2 sensors set up in a diagonal (front-and-back) configuration at each corner of your play area, or with 3 sensors. 360° content may support sitting, standing and roomscale player modes. 360° tracking mode with 2 sensors requires an experimental sensor setup, and doesn't support roomscale.

Team so far:

1.  Executive Producer - James Laudermilk
2.  Technical Director - Adam Parsons
3.  Creative Director - Shannon Hallstein
4.  Senior Unity Developer - Rahul Sinha
5.  Unity Developer - Name coming
6.  UX/UI Developer - Name coming
7.  3D Artist/Animation - Name coming

Created a quick Smoke & Mirrors Concept Video: 
Also created a Google Form for my team to update on progress and upload files.  It was only $20.00 to upgrade to 100GBs for my google drive for a year!  Not bad!

timothiellim
Explorer
NOTE: This was posted earlier before the deadline but after checking, it did not go through! This is not late, I wrote it way before the deadline but it got barred behind some comment is being verified check and it needed to be pressed to send again. 

NOTE 2: I found the original. It was approved and posted on July 5. Whew

A Change In Perspective

My original approach was to create a competitive "esport"-esque game that would leverage the mobility of the oculus go to deliver adrenaline-pumping sequences. However after playing through Virtual Virtual Reality, Dead Secret Circle, and The Well, I have come to appreciate the Design+Architecture of Virtual Space, Spatialized Audio, and in creating fantastical and sometimes impossible realities (which in itself become a critique of our perception of reality). While I initially yearned to create a competitive multiplayer game in VR, my feasibility report based on my prior experience of creating Wavebent, a sci-fi competitive multiplayer gravitational brawler, has urged me to come up with new ways to explore VR. Social competitive games are not the only games that players want. Experiences and Emotions, the feeling of "Travelling" is to me what we seek, and in doing so, hope to learn more about ourselves. 

Travelling to Strange Places
Why do we travel? The book Reality Is Broken by Jane McGonigal identifies four major categories of intrinsic motivation, of self-renewable inward facing happiness, which are: 
  1. Satisfying Work - Immersive-ness and Direct Impact
  2. The Experience, or hope, of being sucessful - Achievement, Power, Completion of Goals
  3. Social Connection - Share experiences and create bonds together with others
  4. Meaning - A chance to be part of something larger. To feel curiosity, awe, and wonder. To belong.
Meaning is now my focus. More than ever, we find ourselves in a consumerist environment that has overemphasized extrinsic rewards and in doing so, created a hedonistic adaptation that sees us craving for external rewards that are finite and deplete, worse, once achieved, we lust for more. The achievement of extrinsic reward is satisfying, perhaps momentarily, but not indefinitely. As such my focus has shifted away from creating a multiplayer competitive game that rewards players through domination over their fellow and into a single player experience that seeks to invite a player to explore an unknown space and to defy expectations.

A key inspiration for this change is Manifold Garden by William Chyr Studio, ISLANDS by Carl Burton, and TMD Studio's Article on Medium about Spatial Perception and Architecture. 

We are the architects of our life. Every moment that we live, we grow, and we build upon our foundations. A large part of that is also building our perceptions. VR helps us better understand our perceptions because it attempts to immerse us into another reality, and thus allows us to critique or at least better understand our current perceptions. VR Film and 360 movies have shown the power of this and I would like to leverage that into a perhaps more emotional interactive experience. 

NON-SPACE is an obscure term coined by anthropologist Marc Auge to describe spaces of transience; momentary spaces, like hotel rooms, that offer anonymity and temporary space without much significance. It is of course highly subjective to the individual to confer their own significance and thus offers the opportunity to really question what our space around us really means. Is our apartment that we live in our home, or is that somewhere else, perhaps not a place but a person? Can a person be a place? What makes a space? All of these can be better explored in VR because it immediately places the person right in a virtual space.

The Oculus Go provides an opportunity to delve into designing such spaces and to make it accessible to an audience without requiring expensive technology. Thus, 

ladykillmonger
Explorer

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. I
n 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.