USC

MXR’S OPEN SOURCE VR DESIGNS GO DEEP

University of Texas’ SAVE Lab utilized MxR’s VR2GO design  to create, Shark Punch, an underwater therapeutic VR protocol.

MxR’s open sourced low-cost VR hardware has informed the designs of the early Oculus Rift HMD, Samsung Gear VR and Google Cardboard viewers.

http://vrscout.com/projects/helping-ms-patients-underwater-vr-game/ 

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ASHOK KURUVILLA WINS FIRST PRIZE AT VRSC

Congratulations to MxR Studio member Ashok Kuruvilla for winning first prize under the Immersive Technology/AR category for his work on Sandbox VR at the VR festival organized by VRSC!

Click here to read about Sandbox VR!

sandbox vr

Mark Bolas and others shed light on Light Fields at VES presentation at ICT

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.

ORIGINS OF VR @ USC

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.
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Near-Field VR Wins Immersive Realities Contest at SIGGRAPH 2015

 

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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 and Institute for Creative Technologies:
Mark Bolas

USC School of Cinematic Arts:
Vangelis Lympouridis
Fernando Rabelo
Christine Barron
Catalina Matamoros
Cristina Brous
Alicja Jasina
Yawen Zheng
Wasef El-Kharouf
Anshul Pendse
Lindsey Townley

USC Institute for Creative Technologies:
Thai Phan
Evan Suma
Andrew Jones
Paul Debevec
David M. Krum
Timofey Grechkin
David Nelson
Ryan Spicer
Rhys Yahata

USC Viterbi School of Engineering:
Ashok Kuruvilla
Shravani Chintalapudi
Joy D’Souza
Nathan Iskandar
Ashley Yu-Chih
Jin Zhang
Mahdi Azmandian

Music:
Philip Eberhart

Otherworld Interactive:
Mike Murdoch
Robyn Gray
Mitch Thompson

Phasespace Inc.
Tracy McSherry
Kan Anant

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.

Mark Bolas Introduces “Near-Field VR” in Wired Article

“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: