USC

Posts by aaptaker

MxR Studio “Left of Boom” Student Developer Team Top 3 Finalist for Body Computing Conference VR Hackathon

The student team working as part of the MxR Lab’s research effort developing the “Language of VR” to determine “best practices” for creating rich “mixed environments”, were selected as one of the three finalists in the Future of Digital Health 10th Annual USC Global Body Computing Conference’s 2nd Annual VR Hackathon, with their submission “The Bystander Project.”

The VR Logline for the project is: A participant puts on the HTC Vive headset and is transported to a college house party where they are encouraged to look for signs of potential sexual harassment or abuse, and act upon them. This leads the participant to discover that they have the power to manipulate time, to pause, rewind and change the outcome of the scenario through the use of their presence and voice ultimately recognizing the importance of being an active bystander.

The Left of Boom team comprised of, Allison Comrie, John Francis, Brian Handy, Duc Ho, Chris Horrigan, Jyotsna Kadimi, Mari Kyle, Atley Loughridge and Vathsal Shashidhar worked under the supervision of the MxR Studio team:

Executive Director, Todd Richmond
Creative Director, David Nelson
Technical Director, Rhys Yahata

bystander-project

DAVID NELSON INTERVIEWED BY IDA ON VR AS A NEW MEDIUM

“We’re Thomas Edison shooting films for the kinetoscope, we’re the Lumières filming a train pulling into a station right now. There’s the element of novelty. People are experiencing it for the first time.”

http://www.documentary.org/feature/where-virtual-reality-prototypes-are-hatched

Spring2016_VR_IMG_1376Helene Adamo

 

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/ 

shark-punch-virtual-reality2-810x456

 

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

DIVE-n: ICT Brings VR to Neuroimaging

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.

 

Seoul Institute of the Arts

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.

 

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