Along with Paul Debevec (ICT), Jules Ubach from Otoy and Jon Karafin from Lytro, Mark Bolas presented information on the past, present and future of Light Field imaging at the Visual Effects Society presentation hosted by USC’s Institute for Creative Technologies.
A comprehensive historical timeline of USC’s involvement in and influence on the current VR revolution is complete and is being displayed at the School of Cinematic Arts Interactive Media building, SCI 2nd Floor. Along with the timeline an adjacent Display Case houses seminal artifacts including NASA Ames Research Center VIEW Lab’s, goggle and glove system, and the MxR Lab’s FOV2GO cardboard immersive viewer prototypes from 2012 among many others.
The MxR Lab has been hard at work creating a unique immersive experience entitled “Discovering Near-Field VR: Stop Motion with a Touch of Light-Fields and a Dash of Redirection,” which just won the Immersive Realities AR/VR Contest at SIGGRAPH 2015. The contest was held to showcase the best immersive reality applications with live demonstrations in the new VR Village venue.
“Discovering Near-Field VR” combined efforts across disciplines at USC with students from the School of Cinematic Arts and the Viterbi School of Engineering collaborating with researchers at the Institute for Creative Technologies to produce a unique piece that introduces the art of stop motion animation to the field of virtual reality. The goal was to create a surreal experience by developing virtual reality techniques that look unlike traditional game engine graphics and leverage the perceptual affordances of the near-field. Light field rendering and redirected walking techniques were leveraged to create an interactive full-body experience.
The Immersive Realities AR/VR contest had 48 submissions from all over the world. A total of ten pieces were demonstrated at the VR Village, with the contest winner selected between the top three finalists.
This effort brought together the contributions of numerous people across multiple disciplines. We would like to express our sincere gratitude to everyone that made “Discovering Near-Field VR” possible:
USC School of Cinematic Arts:
USC Institute for Creative Technologies:
David M. Krum
USC Viterbi School of Engineering:
We would like to thank the US Army for funding research that made this work possible. Statements and opinions expressed do not necessarily reflect the position or the policy of the United States Government, and no official endorsement should be inferred.
“There is a special place in virtual reality—we call it Near-Field VR,” says Mark Bolas, director for mixed reality research at USC’s Institute for Creative Technologies. “It is the place that is within arm’s reach of a user, and it is magical, as it provides the best stereoscopic and motion cues of VR. Hands are very important to enable interaction in this region.” Bolas discusses Near-Field VR and finger tracking in WIRED article
For more of the MxR Lab’s work in Near-Field VR check out:
The Mixed Reality Laboratory (MxR) at USC’s Institute of Creativity Technology is leveraging virtual reality to better view, explore, and comprehend complex data. We are happy to be working with Dr. Tyler Ard, a neuroscientist and new addition to the lab, in developing a functional brain data viewer termed Data Immersive Virtual Explorer: Neurological (DIVEn). With DIVEn both time-series and functional connectivity data can be interactively explored in 3D, allowing the considerable advantage of viewing and comprehending complex results quickly while still preserving data in its natural, ‘raw’ form.
The ICT Mixed Reality Lab has been conducting an international workshop with the Seoul Institute of the Arts with the main focus of developing new immersive experiences for the inVRse immersive viewer, a low cost virtual reality platform, and training a new generation of immersive designers and developers.
With the guidance of David Krum, Sin-hwa Kang, and Thai Phan, of the Mixed Reality Lab, and SeoulArts professor, Dae Hong Kim, two teams of undergraduate students from SeoulArts began designing immersive applications for the inVRse, a tablet based VR display developed at the ICT.
Three weeks ago, the teams traveled to the United States where they have been hosted by the ICT while completing their immersive applications. Both teams showed off their work during a New Demo Showcase at the Institute last week. The first team produced an application called Travel the Grand Canyon: an immersive jet pack experience at the Grand Canyon and the second team introduced Build a Car: assembling a car in virtual reality. This has been a testament to user-friendliness of the inVRse paradigm, providing an accessible VR framework for artists to now think VR.