VR/AR – Additional 3 Titles by Bruce

1 Rez Infinite VR for Playstation VR, Oculus Rift, and HTC Vive

Rez was originally a Dreamcast and PS2 musical rail shooter game. And, Rez Infinite is the third remaster of the original game. One of the most significant enhancements over the original game is enabling VR experiences. The main visuals are colored particles in a black universe. I guess this can reduce motion sickness when flying. And aren’t VR music games generally the music games with least latency?

2 Unreal VR Editor for Oculus Rift and HTC Vive

Make VR in VR. This is probably the future way of making VR games. Without the need of taking the headset on and off and being able to see and edit VR content in their intended size, could be really cool.

3 Any 6 DOF VR video experience

VR videos are cool when you sit there and look around. But that also gives you motion sickness when moving your head spatially, because VR videos are usually no more than a moving 2D panorama. 6 DOF VR video is a really cool concept to tackle the problem. Unfortunately, I didn’t find any downloadable content at the moment assuming they are very large in content size.

Assistive – Week 1 responses by Bruce

Response to the readings and videos:

They don’t want to be considered different. I never thought about this problem till I watched Stella Young’s TED talk and realize I am one of those people getting used to the “inspiration porn” given by the disabled. Thinking back to the dates when I was in elementary school, teachers would play speeches by “inspirational” disabled speakers. We had related stories in textbooks. We were taught to be respectful to the disabled and learn to be mentally strong like them. Gradually, we are putting them to a place described by Stella Young. Now thinking in their position, doing this kind of things would not help them feel good, but only hurt their feelings. Like the TED video, the article “Paralympics Least Favorite Word: Inspiration” illustrates one problem that we usually ignore: calling them inspirations. Becoming tens of millions of people’s “inspiration” only focuses on one’s disability, which is very annoying. The worst thing is everything normal to anyone could be branded as special for them, which becomes annoying daily. Those who think themselves as no different from others are reminded as specially treated through the word “inspiration” and other weird act from people around – even if they meant to show kindness.

That’s their identity too. I was shocked many years ago when I saw the blade running prosthetics on the TV. Those prosthetics are not only helping runners with leg deficiencies compete against others, but they are also made of high-tech materials and look super futuristic. Aimee Mullen’s 12 pairs of legs are also making me into thinking what if we could make our body parts swappable for different applications. That would not only fix the “disabled” problem, but also augment the initial ability of human beings.

But wait, aren’t we being augmented by the technologies we use? “All technology is assistive technology”. Everyone is different from each other. Are they disabled just because their bodies are different from the majority? Are they disabled because they can’t turn on the air conditioner? Or is the air conditioner being not well-designed? The air conditioner automatically turns on when I get to my house. Am I disabled? After all, everyone would benefit from technologies, no matter who we are, how our body parts function. What is the difference then?

I read about a girl on wheelchair responding to the question “What is good about Shanghai?” on Zhihu, she described her day living by herself in Shanghai. (https://www.zhihu.com/question/21862436/answer/130986256) Comparing to other cities in China, Shanghai is one of the most accessible cities. However, if one tries to walk with eyes closed, it’s still very hard to get around. What about other cities? Only if we raise our awareness of universal design could make the world we are living in more accessible and no different to the disabled.

 

Task: Listening to music on one of the most popular music app “Netease Cloud Music” on Android using Talkback

Unlabeled buttons everywhere. There is no single button labeled throughout the app, even in the most important interface: the player. A quick scan through the accessibility shows the problem. Although this problem is raised two years ago by a representative from a visual impaired foundation in China as they want to use the app daily without needing to remember those “unlabeled button 1” thing. But the development team just ignore the request since they are not the major user group. It won’t take a lot of time to label the buttons, but the lack of awareness led to this result. I could still remember the day when Uber quit Chinese market and Didi released a new Uber app after acquisition, which means the only car-hailing app friendly to screen readers disappeared. This news report let many people know how VoiceOver and TalkBack works and raising the question in front of people in China for the first time. People soon examined many other apps and figured out not many of them support screen readers. Although companies like Microsoft have very strict rules on coding for assistive technologies, many others simply aren’t aware of the issue. Hopefully, one day this most accessible assistive technology could become more accessible.

Everyday Use of Tech forms

VR/AR – My 3 Titles by Bruce

  1. Doom VFR (Vive, PS VR)

I am very curious about how the experience would be for an extremely fast paced FPS game. One of the very big problem current VR systems have is large scale tracking. They are still adopting teleportation as the mean of movement. However they do combine that with skills in the game. Will the game-play become very dizzy? I’m curious.

2. War Thunder (Vive, Oculus) or a flight simulator

Not something new, but it is always cool to fly a plane that doesn’t kill you when crash in virtual world, even cooler with a WW2 background. Or if there is any good traditional plane simulator that supports VR, it could be very awesome too.

3. Dirt Rally VR (Oculus, PSVR)

To experience the career as a rally driver with visual assistance on co-driver’s notes. If we could have a real controller and a motion setup, that would be mimicking the real experience as much as possible.

NOC – Week 1: Ripples by Bruce

This is an implementation of something I really wanted to make for quite a long time. This assignment gives me a chance to do it since there is really no requirements for it. Note that it’s written in ES6 syntax and requires a modern CPU to run. Chrome on your computer is recommended.

Click this link to run: https://www.openprocessing.org/sketch/446986

Code could be seen by pressing </> on the top bar.

Slide your mouse or drag through the canvas to see the effect. Press I for FPS information, press R to visualize the actual ripples.

Click inside for video and more info.

Continue reading

VR/AR Fundamentals Week 1 – Response to “16 Lessons for a VR-First Future From ‘Ready Player One’”

Point I agree with: Virtual currency will become more relevant to our lives than traditional currency

This is happening already. People in china are already shifting toward digital currency, just like the author says. When there is almost no use case for real currencies, they will for sure be replaced with secure and convenient virtual counter parts.

Point I don’t agree with: VR can make physical distance irrelevant in our daily lives; VR natives may never meet their best friends in real life

Although newer technologies could make virtual worlds more life-like, we will still want to see the real person, especially for stronger relationships. Virtual things are virtual because we could possibly modify how our images are perceived. When in situations like introductory business meetings and for the closest friends, we do want to see the person in flesh. And we can become curious about how they really look like, just like what we do now. We want to see the real face under that photoshopped mask.

Bruce’s Final Game Changes — Tire-Ring

Based on the prototype and user feedback, I made a few changes.

First, changed how I organize and stitch the tracks.

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Now there is a reference point to stitch to the end.

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Tracks are prefabs loaded in the scene under an empty object “track_sets”. They will be randomly picked and copied to extend the track.

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Lights on the track for speed reference.

Scores are calculated by accumulating the speed, literally, the faster and farther the player goes, the higher the score is.

When the tire fall on the platform for 3 seconds, the game restarts automatically.

Download Link:

https://drive.google.com/open?id=0B-RqhxWjt3c6ZG41YzZSckc3c1k

Tire-Ring User Test Feedback

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During last Friday’s play test, 9 valid responses were collected.

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Most testers consider themselves as gamers.

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These 3 charts show that the game is easy to learn, but hard to master, which is a good sign.

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Repeating the keys does make some players tired.

Substitutions: tapping screen’s left and right side, G-sensor

 

Users suggested that the speed is too slow, and there lacks visual reference. So here are a few priorities towards the final release:

  1. score: based on rolling speed * distance
  2. visual representation of speed: lights on the track.
  3. sound: no sound is boring
  4. UI
  5. mobile build