Spotlight: AR / VR 2017

2017-12-02 00:00:00 2017-12-02 00:00:00 America/Toronto Spotlight: AR / VR 2017 Oculus Rift, Google Cardboard, HTC Vive, Microsoft HoloLens, Razer, Samsung Gear VR, PS VR, Leap Motion, Magic Leap.  The list seems intimidating; should you be paying attention to one, or to all of these new technologies?  Is virtual and augmented reality a passing phase, or… Toronto FITC Toronto

Presentation


Overview

Large scale, untethered roomscale VR is the next frontier in creating immersive virtual reality games and experiences, and it doesn’t get much larger than 30’ x 60’. Come hear the story of how Globacore conceived, designed, and developed Freeroam VR, a multiplayer experience designed to fit such a space.

Along the way, Dave will share his learnings from the experience – from the initial rapid prototypes that became the core of the experience, to the art of show floor backtop battery management, to the importance of tricking users into doing the ‘Thriller’ dance at strategic moments.

Objective

To tell the story of Freeroam VR, and to share what we’ve learned along the way.

Target Audience

VR artists / designers / developers

Five Things Audience Members Will Learn

  1. Our approach to wireless tracking in large-scale environments
  2. Tricks used in VR to help get users’ attention, or to make the space seem bigger / more complex than it is
  3. Importance of kitbashing and rapid prototyping during aggressive timelines
  4. Usefulness of in-game “guide players” to help shepherd others around the experience
  5. Common problems on a show floor, and how we’ve solved them