VR and therapy
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VR and therapy
VR Experience
Virtual Reality Experience - Part 2
On 12th of October, we have got the chance to visit the HUB Studio to experience the oculus rift.
Key Roles and activities
Hub Studio is a VR and game prototyping studio with a range of artists, designers, and programmers selected from across QUT faculties (Polson, 2015). We visited the studio to experience the Oculus Rift Virtual Reality World where student artist, Wesley Heard, presented some of the Unreal Engine interface and explained how to construct 3D assets using 3D Max. Nathan Corporal, the sound designer, demonstrated how to record and edit the sound not only in 2D, but also in 3D Audio integration in virtual reality using FMOD, a game audio software tool.
Inspiration
Virtual reality is the future of the technology industry, its affordability and opportunities for daily use will mean it is increasingly desirable. Using super high resolution display for each eye gives a seamless combination between computer-generated images and reality. Virtual reality worlds are being developed at a time when big companies are entering this market such as Facebook partnering with Oculus Rift, and Microsoft with HoloLens.
Main Stakeholders of the work undertaken
- Interactive and visual designers
- Mobile Game designers
- Artists - Architects - Industrial designers
- Sound designers
- Academic staff - Researchers - Scientists
- Film directors
- Programmers
Design Opportunities
Virtual reality will go way beyond entertainment as it not only displays content, but allows the creation of content. It has huge implications for fields such as medicine, architecture, engineering, education, communications and many other industries. The Design Proposal section will demonstrate an example of how virtual reality can be used in areas other than games.
an example of future gaming
I just remembered this amazing TV show that I used to watch from 1990.
Escape the Room in LA
Virtual Reality Experience - Part 1
On Monday the 21st of September 2015, we tried virtual reality glasses (Google Cardboard) made by QUT. It was a great experience and I loved it although I got a bit dizzy after that.
All we need is this goggles and a phone to immerse in the VR experience.
here is the link to download the app http://qutglobalgoggles.com
Key Roles and activities
In this class we got the chance to make and experience a Cardboard VR headset, using a smart phone and a cardboard cut-out. Plans for these headsets can be downloaded for free. Cardboard VR headsets allow the viewers/users to enjoy the virtual reality experience by downloading a VR application, and then attaching the phone inside the cardboard. The headset includes two lenses which are set back from the smart phone, and the space between them is measured perfectly to help the viewers/users absorb each of the two frames that are created on the smartphone app (Hollister and Rose, 2015). The virtual reality affect is then achieved through head tracking, as the phone becomes part of the head. The accelerometer and gyro (sensory devices), are existing features of smart phones and will do all of the necessary head tracking (Goodrich, 2013), therefore the users can interact with the environment and subsequently have the virtual reality experience.
In Deb’s class we used QUT Global Goggles and had an amazing virtual reality experience. This virtual reality video app was made by QUT and portrays famous landmarks of the world, such as London Bridge, Big Ben, the Taj Mahal, and the Eiffel Tower, being built the city of Brisbane.
Inspiration
The ability to tour cities and spaces in a real-life capacity was a very interesting VR experience. Other inspiring aspects might be, Playing interactive games, which have immersive viewing experiences of video-content,
Watching videos where independent videos played in different locations relative to the users head, where users can select videos just by moving their neck. These have the immersive experience because the users feel as though they are looking at very large display, such as a cinema screen, even though they are viewing on a small device.
Design Opportunities
Google Cardboard VR is a very big development in the world of VR and offers and amazing experience. Not because it’s any better or different from the other VR headset, but because of the cost and simplicity. The zero dollar up-front cost of experimenting with the cardboard brings plenty of development opportunities and has inspired new imagination into the VR space. At this point cardboard could be considered as an accelerant in the VR world giving new conventions in both entertainment and information consumption and changing the way we interact with the world as a whole. What was thought science fiction could be achievable and the current experience is likely to improve beyond our current imagination into the future.
Main Stakeholders of the work undertaken
- Interactive and visual designers
- Mobile Game designers - Artists - Architects
- Industrial designers
- Sound designers - Academic staff - Researchers
- Scientists - Film directors
- Programmers
Escape Hunt - Brisbane
Last Monday we visited Escape Hunt in Brisbane, West End and experienced one of their escaping room adventure. Our team picked the jail room and spent 60 minutes finding our way out from the jail. It was a very interesting experience as the jail room was inspired from a real heritage prison in Brisbane called Boggo Road Gaol (which is no longer operate), and real stories as well. It’s really clever how they managed to set the puzzles and clues and make them fit in the time limit given to us from the start. I’m so exited as the Escape Hunt team invited us to test their upcoming Boggo Road game!
Key Roles and activities
Escape rooms are team based games with real life action known as Augmented Reality Games (ARG), which typically include locking 5 to 6 players in a room for an hour, challenging them to discover clues, solve mysteries and puzzles, and to accomplish tasks in order to escape the room in which they have been confined. The games require attention to detail, and depend on teamwork where players must effectively communicate and cooperate.
Escape Rooms are an increasingly popular and worldwide phenomenon with various versions set in different cities. Escape Hunt mimics this concept, with this particular game being Brisbane based and themed and including stories based on local heritage.
The Escape Hunt premises feature three main rooms, each themed on a colourful tale from real life local history. ‘Murder in the Barbershop’, ‘Escape from Boggo Road Gaol’, and ‘Bomb at Government House’, as well as general rooms. (Escape Hunt, 2015).
Owners and room designers, Paul and Giovanna Shakhovskoy, are the Game Masters. As hosts, they meet the players and briefly introduce the story of the room and the rules of the game. A countdown timer begins when players enter the main room and the door is locked behind them.
The game is intense as players explore the room looking for clues, presented as puzzles to solve. The puzzles become increasingly complex as the clock counts down. The Game Masters have the room under surveillance and can remotely communicate with players should they become desperate enough to ask for hints.
Escape Hunt could be considered as an ARG for two reasons (Polson 2015). It blends the reality of being in a real Brisbane location by using fictional scenarios based on themes belonging to an era before computer technology existed, and it requires the players to adopt hybrid identities as they play a fictional or historic character or sometimes themselves or imagined past selves.
Inspiration
Escape Hunt is a great way to spend an hour being a detective and solving mysteries as well as being a powerful and challenging thinking exercise requiring imagination. According to Young (2015), the term “escape room” is usually misunderstood, especially by people who have never heard about the games before, who may perceive them as scary and not family friendly, or as something you become trapped inside. This terminology probably will change as some companies are using the name Escape Games instead. Early in 2015 Universal Studios, Florida opened temporary escape games Dig Escape the Room as a movie promotion (Young, 2015) signifying an expansion into the area of intellectual properties.
Main Stakeholders of the work undertaken
- Game designers - Interior designers - Writers - Film directors - Graphic designers - Interactive and visual designers - Technicians - Test Players
Design Opportunities
Escape Hunt is a great example of an Escape room game designed to challenge and provide enjoyment to both tourists and locals, providing information and celebrating the city’s heritage.
There are great opportunities to use Escape Hunt as a landmark, a hub where tourists can discover Brisbane and be entertained. As an educational tool it can provide an exciting context in which students can be challenged with science or mathematical puzzles based on Escape Hunt’s historical themes.
Rocket League
Rocket League (2015) is a physics based multiplayer video game where soccer meets driving. It can be played in PlayStation 4 and Microsoft Windows and it is a sequel to SARPBC (Supersonic Acrobatic Rocket-Powered Battle-Cars). The game includes multiplayers and single player modes which can be played both online and offline, including cross platform play between Microsoft Windows and Playstation 4 versions. Players can control a rocket powered to hit a ball towards the other team’s goal area to score points.
Game of Thrones - 19 Reinos
19 Reinos was a transmedia entertainment experience developed to promote the launch of fourth season of Game of Thrones. The game used multiple platforms to engage players such as Twitter, Facebook, live events, websites and email. It brought Westeros (one of the four continents in the show) to life across Spain using live experience gaming and social storytelling. The experience included massively multiplayer role playing game, a five episode webseries and live events all designed to create conversation and engagement around the show. Players registered at the 19 Realms website to fight for a Great House such as Stark, Targarian, Lannister, etc, and a realm of Spain such as Andalucía, Galicia, Madrid, etc. Each week fans fought to become King or Queen of a Great House and ruler of a realm in Twitter. Players also used Facebook as town square to contribute content in weekly missions and to role play their own characters.
http://19reinos.cm.cr
I LOVE BEES | HALO 2 | MICROSOFT
I Love Bees (2004) was an ARG developed by 42 Entertainment as a market campaign for Halo 2 which is an Xbox video game. It engaged players mostly Halo series fans by a subliminal message within the trailer which led them to a beekeeper’s website that had hacked by artificial intelligences from the future. The players participate from the start of the game by locating all the pay phones in the United States. Participants who answered the pay phones would be given a recording and be asked some basic questions about the character, and if they answered correctly an audio clip would be released. After the game was over, players were given access to play Halo 2 before its release in different sites across the US, and also given DVDs of the campaign containing all the audio files.