07-17-2018 11:08 PM
07-21-2018 12:07 PM
Hi folks,
Another week another Mail Snail update coming at you.
The
most exciting update was getting a first pass made on concepts for Post
the Snail by Taylor Sauer. She's an amazing artist and these really
hit the lighthearted style I want to achieve with the game. The model
will be started soon so I can't wait to share progress on that.
That about wraps it up, time to get back to work!
07-21-2018 02:32 PM
Close-up of a leaf.
Plant cell.
Visible textures of a plant surface give a sense of tactile
proximity and invite us to extend our senses (and consciousness) to emotionally relate/interact
with the plant.
In my last post I had mentioned I have
decided on the slice of the experience from “Reconnect! The
Amazon Medicine Garden.” I am thinking through how to go about visually
showing a user’s encounter with one of the medical plants and its spirit. I
want to carefully design the steps that will effectively establish user’s
gradual immersion into the environment. Basically, it’s about how to guide
user’s inner feelings that will then exteriorize into emotion and prompt an
interaction. There are still many questions to consider at this point.
I’d like to have the user feel invited
into interaction by arousing the deeper layers of feeling of interconnectedness
with the VR environment and its elements. For example, I want the user to feel
compelled to interact with the plants because of their movements, textures, and
“aliveness” to the point they emanate a distinct sense of having a subjectivity
– even if they are not anthropomorphized.
I am hoping that the voice of the
indigenous guide who will be speaking in native tongue when introducing the
plant will contribute to enveloping the user into the environment.
To accomplish this, I am first focusing
on the visuals, which ought to be compelling in a way to invite touch and
interactivity. To do that, I realized this projects needs the following
artists: 1. 3D model designer, 2. Unity Developer, and 3. Animator.
So my next step is to pitch this project
to my colleagues and see if they are interested in working on it.
Lots of work ahead of me!
07-21-2018 02:37 PM
Next week, I hope to post more screenshots of our prototype work with and without code that we will test.
This week our team met and discussed the following:
Standup/Next Actions Per Team member - responsibilities each team member would share with the rest of the group next meeting
Erin - My major to-do items includeCreative - Erin’s request to Angelo and Kristian on Creative is to find other UI similar to the brush below and bird.
Technical - Erin’s request to all team members, moreso Troy and Angelo on PC laptops they think meet their standard and preference to share with the team to make our VR portable for demos when we have a prototype we want to test for folks outside of Mozilla’s XR Studio on Fridays and into the community for user testing.
Administrative non-product stuff we discussed
Marketing our app
Pricing our App
I forgot to mention that we also discussed other various issues surrounding pricing our app. We want to keep it free since we are opt-ing in users to collect data, but if we had to charge for our app, we would keep it to no more than $5.00 per users. We want our app to be accessible for as far out the Philippine diaspora throughout the world and the Filipino America community exists in the U.S. Kristian’s views of his video doing Baybayin on A+J received numbers in the millions, so we wanted to consider how we would capitalize on this as a new project of his to expand reach for our audience beyond the Oculus store and traditional social media ads, knowing we already have a list of folks we can easily demo with to partner (Museums) and earned media from the Filipino, Asian American, and AI communities outside of XR in the Bay Area and nationally.
Budget
We also discussed our budget early on for our team and what we would like each member to contribute and receive based on that in the short term. Everyone is in agreement and has various expertise, capacities, and contributions to the project that are all valuable, complementary, and distinct.
07-21-2018 02:43 PM
07-21-2018 10:49 PM
07-22-2018 06:52 AM
07-22-2018 08:53 AM
07-22-2018 11:19 AM
07-22-2018 12:09 PM
(July 6- July 13)
I was able to borrow a computer from DMG that’s compatible with the Oculus Rift. The only issue I had was the Oculus applications are taking forever to install, I waited for hours for it to endlessly install, but it never installs until I updated the windows and the Oculus store. However, when I updated it the headset had an orange led and the visual display is not turned on.
Here are some solutions I have tried, I’ll be listing them in case other people have the same issue or as a future reference:
-Reinstall Oculus multiple times
-Used the compatible check: the results were check mark with a plus sign.
-Installed the Oculus Patch March 2018
-Drivers update: "The best driver for your devices are already installed".
-I tried all the ports available
-Re-plugging the port on the Oculus headset
-Setting all the USB ROOT "allow the computer to turn off this device to save power" to false.
-There's no cable extender
-I also did some changes on the Bios, following a random tutorial online.
-When doing the Oculus set-up I can not progress further when it requires me to put on the headset.
Troy Allen Norcross, James R Laudermilk and Joe Gabriel help me and gave suggestion on fixing the headset problem.
Here are the links they’ve shared
https://support.oculus.com/guides/rift/latest/concepts/rgsg-3-ts-setup-troubleshooting/
https://riftinfo.com/how-to-fix-oculus-rift-orange-light-and-black-screen
Manually updating the driver fixed the display issue. I learned that Windows is not connected and/or communicate with other things that are in the computer. Going through AMD’s website and finding the right update fixed the problem.
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After fixing the issue I tried some of the free applications offered in the Oculus store. Through trying the experience and game offered in Oculus I learned how designers work around with space, purposely placing objects outside when they don’t want you to interact or collide with those objects.
My first painting experience in VR is tilt brush, but from playing around with Quill I love the tools it offered. I am still getting familiar with the tools. Playing around with space and scale allows me to think about and quickly design and compose environments without committing much time in modelling in Maya.
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SUMMARY: I had a problem with setting up the Oculus Rift, but it was later resolved with a window update and an AMD driver update. Tested some free games and experiences. Getting familiar with some of Quill’s features and tools.