Overview
Every geek worth their salt has dreamed of stepping into a holodeck. As consumer virtual reality starts to take off we’re still tethered to neon-lit gaming pc’s while we spin in office chairs, gamepad in hand. Even the most immersive experiences involve high stepping around a space hoping we don’t wrap ourselves up like an AT-AT. Fortunately, with room-scale experiences from companies like the Void and Zero Latency and back-tops from manufacturers such as MSI and HP it’s starting to feel like the holodeck is within reach.
As early developers of untethered room-scale VR, Globacore has the first-hand experience of building these experiences from the ground up. From learning about the technologies that enable them, to why you should never have a drink in hand while supervising a VR escape tomb, John will walk you through the lessons they’ve learned while building untethered room-scale VR. Spoiler, the drink always gets spilled.
Objective
To share how to build untethered room-scale VR and pass along the lessons we’ve learned while developing and observing hundreds of people going through our experiences.
Target Audience
Virtual Reality developers, designers, and artists. Anyone who wants to learn how to build a holodeck.
Level
Will cover technical aspects of development but focus will be on higher level experience design.
Five Things Audience Members Will Learn
- Approaches to wireless tracking
- How to build your very own back-top
- The use of props, ghosts, and how to increase immersion through mixed reality
- The dangers of “Over-Immersion”
- The importance of continuous prototyping