Exploring future reality 2016: demos

At Exploring Future Reality—Thursday, November 10th 2016 at Viacom—15+ demos of VR/AR prototypes, applications and storytelling experiments will be on display, each created by students and faculty members from across NYC universities. Learn about the participating demo projects:

Partnered demos:

envrmnt from Verizon Labs will demo their world class, all-in-one VR, AR, and 360° video platform and 3D engine, including high-end 360 video and AR content.

Codebreaker is a podcast that dares to ask – and answer – the fundamental questions about technology that consume us every day. This season, we want to know: Can it save us? Join host Ben Brock Johnson this November to listen, decode and decide. Codebreaker is produced by Marketplace in partnership with Tech Insider.

Fove is an an eye-tracking VR headset that helps game developers create a genuine two-way interaction experiences in virtual worlds and enables a simulated light field rendering based on a person’s real-time field-of-view. Jim Preston.

University demos:

To Be With Hamlet is a live theater performance in Virtual Reality that allows anybody, anywhere in the world to have an intimate experience with Hamlet.  Live actors in a mocap studiodrive the animation of 3d avatars in a virtual recreation of the castle of Elsinore, performing the scene where Hamlet meets his father's ghost.  Multiple audience members can join the scene using HTC Vive headsets, walking around the characters and watching from wherever they choose. Javier Molina, David Gochfeld, Brett Moody and Zachary Koval, NYU.

SVRROUND is the next generation of live VR software, offering cloud-based enterprise solutions to build and deploy modular live 360 experiences. David Cihelna, Abhishek Singh, Marc Abbey and Gene Han, NYU.

In Curtain Call, a VR experience for the HTC Vive, you suddenly wake up in an apartment with no memories of your past, nor any memories of who you were as a person while you were alive.  A spirit appears to guide you through recent memories, granting you the opportunity to take a deeper look into your life so that you can piece those memories together to make sense of this strange predicament you find yourself in. Your memories are triggered by various objects in your apartment that directly link to the mysterious reason behind your death. Michelle Senteio and Sam Von Ehren, NYU.

KG Projects redefines a fashion collection with a seamless digital experience to achieve an immersive and interactive storytelling experience. The goal is to help designers extend their self-expression orbit and touch their consumers on an intimate level. Kailu Guan, Tong Zhou, and Zhen Mai, The New School.

Mannahatta VR is an experience in virtual reality through which a perspective on Indigenous Futurism is offered. How can Indigenous epistemologies inform how we envision and build a sustainable future? Mannahatta VR is presented by The Wayfinding Project, an initiative of the Asian/Pacific/American Institute at New York University. Alexandre Girardeau and Beatrice Glow, NYU.

Hamsa creates an unique asymmetrical social experience in VR. A symbiotic, complementary relationship between two souls put into unequaled vessels. An questioning adventure in an alien land. An mysterious observer broke its silence and decided to intervene. Gifted with each and their own powers and limitations, what lies beyond their path? By linking Leap Motion and HTC Vive, both physical and virtual realities are connected, allowing two participants to see and to interact with each other, across realms, simultaneously. Yun Li, Kylin Chen, Naichen Yang and Yue Hu, NYU.

Invisible is a short virtual reality film about the ways three characters - a museum guard, an artist and new mom of twins, and a trans-girl - feel invisible, or seen. Lilian Mehrel, NYU.

Cross Donuts is an immersive shooting game designed using Leap Motion and Oculus Rift. Players are escaping from a prison by shooting donuts to cops. Xiaoyin Sun, The New School.

Using robotics and a 360 camera, as well as real time 360 gaming engines,  ScottSindorf is exploring with his professional team the world of architectural immersive real estate technology and marketing.  Sindorf is currently Creative Director and Co-Founder of floorplanGRP and UVPHACTORY, as well as faculty member at NYU School of Professional Studies, teaching Advanced Media Design. His goal is to take my extensive experience in broadcast design and architecture and bridge the gap of design and technology through the “art of the potential.”

Round Round places the viewer at the cyclical center of a Kikuyu tribal myth wherein Man may become Woman and Woman may become Man. The questioning of gender binaries has occurred throughout time; in many cultures, the concept of gender transference has become taboo, while in others, gender bending has been embraced and even revered.  A deeply personal and cyclical process, the question of identity and gender has re-emerged as a platform for private and public discourses on personal and cultural distinction.  As popular culture explores the exotic and divergent, new modifications occur and another cycle in the dance of gender is proclaimed. Shir David and Aimée Schaefer, NYU.

Bardo Thogal is an investigation of the Tibetan Bardo teachings on death.  These teachings need to be understood nor just intellectually but viscerally, which is why we are working with VR. This is a prototype of an ongoing and growing research project conducted with the guidance of wonderful eastern and western teachers. John Benton and Prisyafandiafif Charifa, NYU.

Dance With Me is a Google cardboard game and multiplayer experience that requires the two players to maintain close physical while reacting to cues that dictate movement. The other player's HMD becomes your controller and in the ensuing cooperative push and pull becomes a dance of sorts. Henry Lam and Geyao Zhang, The New School.

A Journey to Hangover Land is a multiplayer asymmetric VR game blends non-VR mechanism and VR mechanism into one game in order to provide equally immersive gaming experiences for players with and without VR headsets at the same time. Geyao Zhang and Mengxue Li, The New School.

Tryppyvr is a virtual reality platform and production company specializing in the hospitality industry. The startup is mapping out the New York State-area hotels offering travelers full coverage of Hampton hotspots, and is hoping to expand to the Catskills, Berkshires and other luxury, leisure destinations within months. Gil Shefler, Nathan Johnson and Dani Tenenbaum, Columbia.

Dana Karwas of NYU Tandon tasked her students with the challenge to design a way for NASA engineers to navigate through Mars Rover CAD model file hierarchy in augmented reality. The students used creative prototyping processes in physical and virtual space as a way to show how the design will work in AR. Prototyping for AR requires thinking about how the thing acts in the 3D space. The students will show their prototypes in the demo and show their exploration of the complex hierarchy system

Park Walk is a nostalgic virtual reality experience that encourages users to embrace a spirit of childhood rebelliousness and mischief. From within a child’s stroller, the user is tempted by colorful distractions and scolded by an exasperated adult as they create a mess and resist an impending nap time. Created for the HTC Vive. Rosalind Paradis, The New School.

Neuroscience for Architecture from NYU Tandon will demo a recording of a current study that links Architecture design and Neuroscience using a VR setup and a Body Area Sensor Network. Ahmed Radwan, NYU.

Demo’s from Steven Feiner’s PhD Students at Columbia University:

Combating VR Sickness Through Subtle Dynamic Field-of-View Modification: “A demonstration of how Virtual Reality (VR) sickness, whose symptoms are similar to those of motion sickness, can be decreased through subtle, automated control of a user’s field of view when wearing a head-worn display. High-quality tracking systems can minimize VR sickness for users whose virtual motion is intended to match their physical motion. But, this does not help users who do not or cannot move physically the way they move virtually; for example, a user seated on a couch or confined to a hospital bed while controlling an avatar that actively explores an environment.”  Steven Feiner, Ajoy Fernandes and Hiroshi Furuya.

Augmented Reality for 3D Task Assistance: “A demonstration of how augmented reality can guide a user to rotate a hand-held 3D object efficiently to a required target orientation. This is a crucial step in many assembly tasks in which one part must be oriented precisely relative to a second, and inspection tasks in which an object must be held in a specific way to view important features.

To address these situations, we have designed, implemented, and formally evaluated a set of interactive visualizations for guiding unconstrained manual 3D rotation, including a fast and accurate new technique.  Our demonstration will allow attendees to try these visualizations presented on an Android tablet.” Mengu Sukan, Carmine Elvezio and Steve Feiner.