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Week 5: Oculus Launch Pad 2018 - Due Aug 6 @ 11am PST

Anonymous
Not applicable
Starting to see alot of great momentum of art and commitment to project design and direction this week. Nice Work! 
Please share your updates on how things are progressing. 
100 REPLIES 100

NeildaLikeZelda
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Last week, I attended one of Niko’s adaptive music sessions and it got me thinking about how music will be applied in my VR app. I began to make a list of sounds I needed for each of the interactions and background music and searched online for some sounds. I found some that fit into what I’m looking for and I tried to make sure that the sounds flowed with one another. They include:

App launch

Menu background music

Hover (https://freesound.org/people/deadsillyrabbit/sounds/251390/)

Select (https://freesound.org/people/TiesWijnen/sounds/413310/ )

Practice mode background

Awareness challenge background

Voice challenge background

Physical challenge background

Challenge results (https://freesound.org/people/GabrielAraujo/sounds/242501/ )

I’m still looking for a few more to add and will continue the search.

Another activity I did was a brainstorm locomotion interactions with fellow UX designers who are also in the VR space. At XR Studio, we all took a pile of index cards and wrote down our different ideas how a locomotion system for walking a dog would look like. After our individual brainstorm, we taped the ideas onto the wall/pillar and grouped them based on themes and similar ideas and shared why and how it would work. The objective -- what is the best locomotion of walking a dog in VR that causes the least amount of motion sickness? Some interaction that stood out were tilting and rotating the controller to adjust speed and direction and using the toggle. 

vmd2kac83z38.jpgee7ww787p4gv.jpg

That's all for this week!

Cheers,
Neilda Like Zelda

therapyondemand
Explorer
Evolvr VR Week 5 - Avatar & Environmental Design Thoughts
by: Ren Wang
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Image: Evolvr Oculus App

It’s quite challenging to design a "therapeutic" environment without it feeling medical or healthcare-related. Most of the time people relate therapy to a treating environment like a room in the clinic or even a hospital. Though using different methods, the room could be decorated to feel less cold and man-made, it’s a luxury that a therapy could be conducted in a natural environment that’s free from the fast-paced human world completely.

5090vvjp1b0z.png
In architecture, the invisible yet crucial factor in design is actually the reality itself, including limitation of gravity, site, weather conditions etc. Architects took advantage of these limitations and present to us amazing designs. Whereas in virtual reality, there are no such limitations - one could argue that it could be the computing performance or hardware - and a hard surface, a man-made structure is probably the easiest part to build (model) in VR. What’s most difficult is to realize the feeling of nature that already exists in our real world - the air, the breeze, the light, or you could say, nature.

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How do you make “summer” in virtual reality? In the past month, I realized that design in virtual reality and reality (like architecture) has almost focused on the opposite things - virtual reality is about constructing the (almost invisible) context that you take for granted every day in reality. You can throw in a model of Villa Savoye in a second in virtual reality, but will that give you a complete experience of the house? No. It might be informative enough, but you don’t feel the house. Because in reality, you are experiencing the house in an environment. As I mentioned in my personal blog posts, the environment is largely ignored or done poorly as people are focusing more on story or functionality in VR. I want to design an environment that’s good enough for people to enjoy simply exploring, and the hub of the VR rehab is a good opportunity, stay tuned.

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shashkes
Protege
testing posting abilities...please ignore (can't seem to delete)

therapyondemand
Explorer
see Evolvr Blog 5 above

MarlonCreative
Explorer
Hola amigos! 

Last week was brain gymnastics for our team learning new skills in Unity. We were successful in creating our interactions in Unity using VRTK. However, there are still some challenges as we are getting familiar with working with scripts. We are managing our own expectations without deterring our vision by keeping a minimum viable experience top of mind, and documenting our wishlist of features, bells, and whistles as part of the long term roadmap for our experience. We're tackling our scenes one at a time with a list of interactions required for each story/experience. We look to the amusement park philosophies of Disneyland in setting a scene that tells a story. When you visit any of the theme park's areas, you know what world you're immersed in by the props, and design of the space. 

- Buttons that open doors
- Teleporting 
- Grabbing objects
- Collecting objects 

Anyone else using VRTK? 

Good news! 
We have been successful in generating awareness from amazing Latin American independent artists interested in providing us their music. This helps in three ways.
1. Introduces our work to Latin American built in audiences
2. Creates interest from recording labels and sponsors
3 Gives us amazing music and support




VRdevCat
Explorer
Katherine Mimnaugh
@VRdevCat
Katiemimnaugh@gmail.com 

Updates: The presentation of my VR film at the event in Chicago on Saturday was really fantastic. I got the chance to get feedback on the work and gain clarity on how to improve my VR films in the future, as well as who would be the target audience for the film and how it have a positive impact.

I'm really stoked about the pieces of Jasmine's project that are coming together and things have really been progressing smoothly. Jasmine continues to impress me with her work ethic, diamond-sharp mind and technical expertise. I brainstormed on gameplay and mechanics for team dynamics in that space and think we're on to something.

Working on #Murder has been a lot of fun! Nir has a very talented team and I've enjoyed being part of the brainstorming calls. Nir is well-organized and always so pleasant to work with; he inspires me with his talent, enthusiasm and leadership. I've been impressed with his ability to break this big project into bite-sized chunks and learned a lot from him about how to organize and get the pieces you need from disparate sets of team members. I really enjoy writing, so it's been a good fit for me. The characters are all compelling and will be played by great actors, so I'm excited to see how this will all come together. The storyline is simple but gameplay complex in construction, so seeing all the pieces woven by a master filmmaker has been a great career experience. 

Xoxo,
Katherine

Hello OLP Team,
My weekly update today is my progress on the environment. I have been working hard with my environmental artist and we have started breaking ground on the forest we want to create in VR.
20180715_214948jpg

We started with drafting out the layout of the world through papers on our floor and once we finalized the layout we made sure the art style was set for our experience then we started modeling this in 3DSMax.

update_level1png 

With the approach of creating this environment from the ground up, we are saving a ton on draw calls.

                                             update_level10 update_level9
update_level8 update_level7 
update_level6 update_level5 update_level4
update_level3 update_level2  

Traversing this previs version in VR is now only hitting 6 draw calls. Which is Amazing!!!! 
I'll have more updates soon!

QuixoticHero
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"POSTING FOR NEILDA PACQUING"

Last week, I attended one of Niko’s adaptive music sessions and it got me thinking about how music will be applied in my VR app. I began to make a list of sounds I needed for each of the interactions and background music and searched online for some sounds. I found some that fit into what I’m looking for and I tried to make sure that the sounds flowed with one another. They include:


App launch

Menu background music

Hover (https://freesound.org/people/deadsillyrabbit/sounds/251390/)

Select (https://freesound.org/people/TiesWijnen/sounds/413310/ )

Practice mode background

Awareness challenge background

Voice challenge background

Physical challenge background

Challenge results (https://freesound.org/people/GabrielAraujo/sounds/242501/ )


I’m still looking for a few more to add and will continue the search.


Another activity I did was a brainstorm locomotion interactions with fellow UX designers who are also in the VR space. At XR Studio, we all took a pile of index cards and wrote down our different ideas how a locomotion system for walking a dog would look like. After our individual brainstorm, we taped the ideas onto the wall/pillar and grouped them based on themes and similar ideas and shared why and how it would work. The objective -- what is the best locomotion of walking a dog in VR that causes the least amount of motion sickness? Some interaction that stood out were tilting and rotating the controller to adjust speed and direction and using the toggle.

That's all for this week!


Cheers,

Neilda Like Zelda

QuixoticHero
Protege

"POSTING FOR NEILDA PACQUING"

Last week, I attended one of Niko’s adaptive music sessions and it got me thinking about how music will be applied in my VR app. I began to make a list of sounds I needed for each of the interactions and background music and searched online for some sounds. I found some that fit into what I’m looking for and I tried to make sure that the sounds flowed with one another. They include:


App launch

Menu background music

Hover (https://freesound.org/people/deadsillyrabbit/sounds/251390/)

Select (https://freesound.org/people/TiesWijnen/sounds/413310/ )

Practice mode background

Awareness challenge background

Voice challenge background

Physical challenge background

Challenge results (https://freesound.org/people/GabrielAraujo/sounds/242501/ )


I’m still looking for a few more to add and will continue the search.


Another activity I did was a brainstorm locomotion interactions with fellow UX designers who are also in the VR space. At XR Studio, we all took a pile of index cards and wrote down our different ideas how a locomotion system for walking a dog would look like. After our individual brainstorm, we taped the ideas onto the wall/pillar and grouped them based on themes and similar ideas and shared why and how it would work. The objective -- what is the best locomotion of walking a dog in VR that causes the least amount of motion sickness? Some interaction that stood out were tilting and rotating the controller to adjust speed and direction and using the toggle.

That's all for this week!


Cheers,

Neilda Like Zelda

AnwarBey
Protege
Week 5. Working out Ideas. Work has increased significantly. But I am still working on creating something.