The Hub Studio
DXP403 Lab Report
Designing Interactions, Masters of Creative Industries, Interactive and Visual Design.
Submitted by: Weile Zhang (n9036539)
Project Journal: http://weilezhangarg.tumblr.com
The Hub Studio
Date of visit: 12.10.2015
Name of Lab/Studio: Hub Studio
Actual Address: Z Block, Kelvin Grove Campus, QUT
Virtual Address: https://www.facebook.com/HubGames
               https://twitter.com/HubGamesAus
Key Roles and activities
Virtual reality (VR) technology, is a popular term in IVD industries since last two decades. This technology is dedicated to present audience a real world scene via electronic screen and devices. This technique brings new possibility to traditional game and video industries. In addition, both audiences and players can enjoy the immersive experience to become part of component in the story world. To simulate the real world settings, VR technology can offer multiple sensory feelings, which include eyesight, listening, touch feeling and even smell or taste (Wikipedia 2015).
The work or mission of HUB Studio is to research and develop relevant demos and software products for VR devices such as, Oculus Rift. Firstly, Wesley Heard, the VR Artist of Hub Studio started off by showing us all how he creates a 3D environment setting by using 3D Max. For example, the furniture in a house, some old marks on the wall to form a scary environment. The 3D modelling process is really complex and it will cost a large amount of time to simulate the real world, so that audience can take part in the environment fast. Then Wesley introduced us a really useful tool named Unreal Engine 4. It is an excellent development tools created by game developers. Developers can use this game engine product creates many types of VR related games (Unreal Engine 2015).
Subsequently, Nathan Corporal, the sound designer, give us interesting introduction for his work. Theoretically, Nathanâs work is to offer audience a real sound experience in the VR products. They use professional audio devices, named Zoom recorder (The Zoom H4nSP), to collect sound in real environment. Additionally, editing them via professional audio edit software, such as: FMOD Studio, an audio middle ware to add logic and environment speciality on the original audio. Designers add different effectiveness on the original sound. Hence, the audience can feel the different environment just by audio. For example, the footsteps on stone road is opposite different to that of on grassland. Their work utilises the natural working theories of humanâs ear. Overall, a virtual reality project is the cooperation of 3D landscape design and sound edition.
Lastly, the most interesting and attractive thing is we tried the latest VR devices â Oculus Rift, accompanied by several demos, such as Showdown (a slow motion demo), Dreadhalls (a horror game), painting tool and Colosse (3D interactive animation). I am so excited that I can try the Dreadhalls. This game demo is work perfectly through Oculus Rift. As a game player, I can explore the map and use tools to open a lock door. When the monster shows, I just want to escape. Overall, I cannot wait to play a complete game product like this one.
Main Stakeholders of the work undertaken
The direct stakeholders are the product designer and the large amount related game designers and video makers. These professional designers are directly construct the VR technology. A remarkable product should accompany by numerous demo to ensure their work performance maintains a high level. This demo can also support the development of this technology. For example, the VR painting software is a good attempt on education and creative design industries.
Subsequently, the indirect stakeholders are the industries that can develop via this technology, such as: education and medical care fields. Initially, VR technology is a great change for educator to change their teaching methods. For example, student can wear VR helmet to experience the inaccessible historical event, study the structure of scientific model. The exciting immersive environment will increase people study efficiency. Meanwhile, the medical clinician, especially psychological doctor can apply this technology with their patient to help them conquer the fear in their mind.
Inspiration
The most interesting aspect for me is the VR helmet can bring me such immersive feelings. Virtual reality and mix reality (this term from Microsoft 2015 event) technology redesigns the human-computing interactive industries. People can actually transfer the fiction environment to the real world. The remarkable experience is human being never met before. I gain the inspiration that people can decrease the steps of designing a virtual world. Currently, we still need brilliant designers to create the environment for audience. In the future, the advanced technology may has possible to read peopleâs mind and transfer peoples mind to the VR computer system, so that audience can have individual customised experience.
But this development may increase some ethic problem. Some people may lose direction between virtual and real world. The real immersive game world will let some audience addicted on it and avoid their real daily life.
Design Opportunities
This technology can offer audience immersive and vivid sense experience. Hence, I assume this technology is suit for education and medical industries. Firstly, the dramatic format is more acceptable than traditional media, such as paper book and video. If the educational institution can apply this technology in class, student will understand knowledge easier than before.
Meanwhile, visual reality technology can be used for mental health therapy, such as autism. Psychological clinician can customise different types of immersive video for patients. This method is efficient and scientific than âhypnosis treatmentâ.
 References
Dr. Deb Polsonâs Tumblr site: http://argplay.tumblr.com/
FMOD Studio Website: http://www.fmod.org
Mobile VR jam: http://vrjam.devpost.com/updates/3462-meet-your-mobile-vr-jam-winners
Resources for experience: http://www.jauntvr.com/content/
Rift â the VR Mask or glasses: https://www.oculus.com/en-us/rift/
Unreal Engine official website: https://www.unrealengine.com/what-is-unreal-engine-4
Wikipedia âVRâ: https://en.wikipedia.org/wiki/Virtual_reality - Concept_origins











