Pokemon Go is all the rage now, with players around the world using their phones to capture virtual monsters in physical spaces. In fact the game passed Twitter and even Google Maps for active user base. AR games are not new, but this is a bit of a perfect storm. Some press articles with quotes from Todd Richmond:
“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.”
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.
MxR at the University of Southern California explores techniques and technologies to improve the fluency of human-computer interactions and create visceral synthetic experiences.
MxR is part of the USC Institute for Creative Technologies and works with the Interactive Media Division at the School of Cinematic Arts. Research and prototypes focus on immersive systems for education and training simulations that incorporate both real and virtual elements. Projects push the boundaries of immersive experience design, through virtual reality and alternative controllers. The MedVR Lab and Graphics Lab at ICT are frequent collaborative partners.