MN VR and HCI Mar 2016: Intro to UE4 and Vive Development

Posted by IGDA Twin Cities on March 14, 2016

Wednesday, March 23, 2016 from 6:30 PM to 9:00 PM (CDT)
Eventbrite - MN VR and HCI Mar 2016: Intro to UE4 and Vive Development

Please arrive before 7.  The door is locked, we’ll escort you up.   Thanks to Vidku for being such great hosts!

 

Intro to UE4 and Vive Development – Paul Eckhardt

Paul Eckhardt will give an overview of the HTC Vive, SteamVR, and an introduction to VR development in Unreal Engine. Along the way, he’ll include solutions for common issues for new VR projects.

The talk will cover:

  • Creating a sample project in UE4 for SteamVR and HTC Vive
  • Intro to UE4 features like blueprints, materials, and physics
  • Hitting 90FPS in UE4, performance tools and common fixes
  • SteamVR features for apps and users, configuration tips, current hardware compatibility
  • Haptics + Sound + Motion Tracking Possibilities
  • Important practices for Roomscale VR

 

Parking:

There is nearby street parking and surface lots.  Parking right in front of Vidku costs more.  Try the lots at 1st and Washington (both sides of Pixel Farm), and 3rd and Hennepin (behind Vidku.)  Bring cash.  Small bills.  Unmarked.

 

Schedule:

6:30 Social, setup and pizza – Thanks Vidku!
7:00 Kickoff, Plug My Thing
7:15 GDC Summary – Various
7:30 Paul Eckhardt
8:45 Wrap up, head to Red Cow

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, personal project, demo reel, etc. Grab the appropriate ticket – first come, first served.  Guidelines:

  • Short and sweet. 3 minutes max!  You will be timed.
  • 1 short URL, Zero setup (Any media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Talk to us at least 5-10 minutes early, so we can load your page.
 
About MN VR and HCI:
MN VR and HCI (Human-Computer Interaction) welcomes developers and tinkerers working with all variety of VR, HCI, hardware hacking, creative coding and interactive art.  Members are working on projects with custom displays and lenses, projection mapping, mocap, tiny computers, servos and sensors, interactive statues and a wide variety of VR, AR, motion and computer vision applications.

If you’ve only been to our parent group IGDATC meetings, MN VR and HCI is a different format: We aim for smaller group discussions and lots of specific details.

MN VR and HCI Feb 2016: VR/HCI projects from GameCraft/GGJ

Posted by IGDA Twin Cities on February 10, 2016

VR/HCI project postmortems from GameCraft / Global Game Jam

Global Game Jam 2016 was another huge success.  Thanks to Glitch and all the voulenteers that made the local GameCraft site run so smoothly with almost 150 participants.  There were 6 projects this year that used VR, mixed reality, or some unusual form of HCI:

We’ll have 5-minute post mortems from each team, and focus the rest of the time on mingling and demos.  Show up on the early side if you want to be sure to try everything.  And, feel free to bring your own portable project if you like.

Parking:

There is nearby street parking and surface lots.  Parking right in front of Vidku costs more.  Try the lots at 1st and Washington (both sides of Pixel Farm), and 3rd and Hennepin (behind Vidku.)  Bring cash.  Small bills.  Unmarked.

Schedule:

6:30 Social, early demos and pizza – Thanks Vidku!
7:00 Kickoff (no Plug My Thing this month)
7:01 Postmortems
7:30 Demos and mingle
8:45 Wrap up, head to Red Cow

No Plug My Thing announcements to allow for more demo time, back next month.

 
About MN VR and HCI:
MN VR and HCI (Human-Computer Interaction) welcomes developers and tinkerers working with all variety of VR, HCI, hardware hacking, creative coding and interactive art Members are working on projects with custom displays and lenses, projection mapping, mocap, tiny computers, servos and sensors, interactive statues and a wide variety of VR, AR, motion and computer vision applications.

If you’ve only been to our parent group IGDATC meetings, MN VR and HCI is a different format: We aim for smaller group discussions and lots of specific details.

MN VR and HCI Jan 2016: Unity VR/AR Bootcamp and Tips

Posted by IGDA Twin Cities on January 18, 2016

Eventbrite - MN VR and HCI Jan 2016: Unity VR/AR Bootcamp and Tips

Minneapolis, MN | Vidku
Wednesday, January 27, 2016 from 6:30 PM to 8:45 PM (CST)

NOTE: Please arrive at Vidku before 7.  The door and elevator are locked, we’ll escort you up. 

Thanks to Vidku for being such great hosts!  And, thanks to Bill Nagel for our snazzy new logo.

The Global Game Jam starts Fri 1/29.  Our local site is over half full – register now atGameCraft.MN  Last year we ended up with 6 VR and HCI focused games, let’s make more this year!

 

Unity VR/AR Bootcamp and Tips – Various

Just in time for GGJ… Learn how to create your first VR or AR Unity project using free software and content (now free on iOS too!) Then our panelists will share their favorite design, workflow, and code tips and lead a free-form discussion and Q&A session.

Zach Wendt will give a live demo of creating and deploying VR projects for Oculus Rift DK2, Google Cardboard (on Android) and Gear VR. Time/interest permitting, we’ll also demo, or at least discuss Cardboard for iOS, and Project Tango. Zach will also give a quick overview/demo of input for VR and, designing for different hardware.

Then, our panelists will each share a few of their favorite design, workflow, and code tips for beginner to advanced skill levels. Their VR/AR experience covers almost all bases: Unity, UE4, Vive, Oculus, GearVR, Tango, iOS, hand tracking, networked VR, large scale tracking, avatar IK and animation, Blender, heavy geometry and optimization.

Our Panelists are:

  • Paul Eckhardt
  • Ryan Foss
  • Thomas Myers
  • Zach Wendt
  • Aaron Westre

Finally, we’ll wrap with a round-table discussion / Q&A. We’d like to talk about audience projects, roadblocks, and ideas. Bring some!

 

Parking:

There is nearby street parking and surface lots.  Parking right in front of Vidku costs more.  Try the lots at 1st and Washington (both sides of Pixel Farm), and 3rd and Hennepin (behind Vidku.)  Bring cash.  Small bills.  Unmarked.

 

Schedule:

6:30 Social, setup and pizza – Thanks Vidku!
7:00 Kickoff, Plug My Thing
7:15 VR/AR Project Examples
7:45 Round Table
8:45 Wrap up, head to Red Cow

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, personal project, demo reel, etc. Grab the appropriate ticket – first come, first served.  Guidelines:

  • Short and sweet. 3 minutes max!
  • 1 short URL, Zero setup (Any media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Talk to us at least 5-10 minutes early, so we can load your page.
 
About MN VR and HCI:
MN VR and HCI (Human-Computer Interaction) welcomes developers and tinkerers working with all variety of VR, HCI, hardware hacking, creative coding and interactive art Members are working on projects with custom displays and lenses, projection mapping, mocap, tiny computers, servos and sensors, interactive statues and a wide variety of VR, AR, motion and computer vision applications.

If you’ve only been to our parent group IGDATC meetings, MN VR and HCI is a different format: We aim for smaller group discussions and lots of specific details.

MN VR and HCI Holiday Social and Demos

Posted by IGDA Twin Cities on November 30, 2015

VR Party Time!

Wednesday, December 9, 2015
from 6:30 PM to 10:00 PM
at space150!


Eventbrite - MN VR and HCI Dec 2015: Social and Demos

Space, snacks and soda generously provided by space150  Please try to arrive at the 3rd Ave entrance between 6:30 and 7.  You’ll be escorted to the elevator.

MN VR and HCI Holiday Social and Demos

This is primarily a social event. But, we always like to show work!  Local devs and artists have confirmed 7 very unique demos so far, with some really fun bells and whistles. No matter how hardcore, I guarantee you haven’t experienced even half of these. If you have, we really should hang out.

We’d love folks to bring more demos and show off work. Or, just some GearVRs to test the networked/social VR while in the same physical space!  Remember the tag line of MN VR and HCI: Anything interactive with weird input or output …just not THAT weird. Portable is best, but there is a ramp from street level – please confirm ahead for heavy/large/crazy demos.

Parking:

There is nearby street parking and surface lots.  Ramp C is also close.

Schedule:

6:30 Social and demos
10:00 Tear down

We’ll resume our normal schedule of every 4th Wed starting 1/27/16, with a VR dev bootcamp just before the Global Game Jam. Don’t forget to mark your calendars for GGJ 2016 on 1/29-31, The holidays are also a great time to bank extra SO points before you’re gone for a whole weekend!

If you’re not familiar with the Global Game Jam, here’s info and history/stats.  Our local site last year ended up with 6 VR and HCI focused games. Let’s make more this year!

 

MN VR and HCI / TC Maya – Oct 2015: Maya to Unity Pipeline for VR

Posted by IGDA Twin Cities on October 22, 2015

Wednesday, October 28, 2015 from 6:30 PM to 9:00 PM (CDT)
Eventbrite - MN VR and HCI / TC Maya - Oct 2015: Maya to Unity Pipeline for VR

NOTE: Please arrive at Vidku before 7.  The door and elevator are locked, we’ll escort you up. 

This is a special joint meeting of MN VR and HCI, and  the Twin Cities Maya Users Group.  Thanks to Vidku for being such great hosts, and making this possible!

 

Maya to Unity Pipeline for VR – Mike Medicine Horse (Hybrid) and Zach Wendt

Moving from pre-rendered to real-time involves lots of workflow changes. Virtual reality projects also bring unique design considerations. Learn from our experience, and pain!

Zach will give a quick and broad overview of important VR design and real-time performance considerations, along with the consumer VR hardware that is about to be released. Mike will dive into the details of what parts of Maya work in Unity, and best practices for preparing assets.

  • VR visual design Do’s and Don’ts
  • Overview of relevant human perception factors, with fun illusions
  • Quick summary of VR “tiers” – hardware and experiences with release dates
  • VR Performance considerations on different hardware
  • FBX exporting tips and pitfalls
  • Shaders and materials
  • Triggering animations
  • Baking Maya deformers to blendshapes
  • Blendshapes vs bones considerations
  • Project planning, previewing and demoing for VR

 

Hybrid Medical Animation is looking for student interns or freelance professionals with experience in creating content for real-time game engines. Due to the nature of our business we are looking for people to work on-site with the possibility of working remotely. This will be decided on a case by case basis. Experience with Unity is preferred but we are also interested in people who know Unreal as well.

Preferred skill set:

  • Creating real-time game assets (from hires pre-rendered assets) with focus on UV optimization and texture baking
  • experience with animating in Unity/Unreal a plus
  • Interest in VR technology and pushing the boundary of visual quality within realtime constraints
  • Knowledge of xNormal/Zbrush normal map creation
  • Ability to work in Maya and Modo

Websites / portfolios and resumes can be sent to mike@hybridmedicalanimation.com

 

Parking:

There is nearby street parking and surface lots.  Parking right in front of Vidku costs more.  Try the lots at 1st and Washington (both sides of Pixel Farm), and 3rd and Hennepin (behind Vidku.)  Bring cash.  Small bills.  Unmarked.

 

Schedule:

6:30 Social, setup and pizza – Thanks Vidku!
7:00 Plug My Thing
7:15 Mike Medicine Horse and Zach Wendt
9ish Wrap up, head to The Red Cow

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, personal project, demo reel, etc. Grab the appropriate ticket – first come, first served.  Guidelines:

  • Short and sweet. 3 minutes max!
  • 1 short URL, Zero setup (Any media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Talk to us at least 5-10 minutes early, so we can load your page.
 
About MN VR and HCI:
MN VR and HCI (Human-Computer Interaction) welcomes developers and tinkerers working with all variety of VR, HCI, hardware hacking, creative coding and interactive art Members are working on projects with custom displays and lenses, projection mapping, mocap, tiny computers, servos and sensors, interactive statues and a wide variety of VR, AR, motion and computer vision applications.

If you’ve only been to our parent group IGDATC meetings, MN VR and HCI is a different format: We aim for smaller group discussions and lots of specific details.

MN VR and HCI / GDG-TC Sep 2015: Google Cardboard + Oculus Connect 2

Posted by IGDA Twin Cities on September 15, 2015

Eventbrite - MN VR and HCI / GDG-TC Sep 2015: Google Cardboard + Oculus Connect 2
Wednesday, September 30, 2015 from 6:30 PM to 9:30 PM (CDT)

NOTE: Please arrive at Vidku before 7.  The door and elevator are locked, we’ll escort you up.

This is a special joint meeting of MN VR and HCI, and GDG-TC (Google Developers Group – Twin Cities.)  Thanks to Vidku for being such great hosts, and making this possible!

VR and Google Cardboard Crash Course – Paul Christian and Zach Wendt

Creating your first VR app can be suprisingly fast, easy, and cheap. But, there’s definitely pitfalls along the way. We’ll get you started out in the right direction!

Zach will give a quick and broad overview of important VR design considerations, and the hardware and human perception factors behind them. Paul will give a tutorial on Google Cardboard development in Unity, and some features of the Cardboard app he made forToursler. The talk will cover:

  • Summary of VR “tiers” – hardware and experiences
  • Overview of relevant human perception factors, with fun illusions
  • VR design Do’s, Don’ts, and painful mistakes
  • Cardboard viewer differences
  • Deciding between the Cardboard SDK for Android, and SDK for Unity
  • Build and Deploy a sample Unity project for Google Cardboard
  • Leveraging Unity scripting to pull data from the internet in real time.

Oculus Connect 2 (oc2) Summary – Various

The second annual Oculus Connect conference is Sept 23-25th. It should be just as jam packed with great info as last year. Check out last years talks for a flavor, Tom Forsyth’s talkwas my favorite.

Since Oculus will be livestreaming and putting all talks online after, we’ll just have informal recaps from attendees – favorite stories, demos, new knowledge and celebrity encounters.  We have at least 3 people from MN going.

 

Parking:

There is nearby street parking and surface lots.  In front of Vidku costs more.  Try the lots at 1st and Washington (both sides of Pixel Farm), and 3rd and Hennepin (behind Vidku.)  Bring cash.  Small bills.  Unmarked.

 

Schedule:

6:30 Social, setup and pizza – Thanks Vidku!
7:00 Plug My Thing
7:15 Oculus Connect recap – various
7:45 Paul Christian and Zach Wendt
9ish Wrap up, head to The Red Cow

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, personal project, demo reel, etc. Grab the appropriate ticket – first come, first served.  Guidelines:

  • Short and sweet. 3 minutes max!
  • 1 short URL, Zero setup (Any media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Talk to us at least 5-10 minutes early, so we can load your page.
 
About MN VR and HCI:
MN VR and HCI (Human-Computer Interaction) welcomes developers and tinkerers working with all variety of VR, HCI, hardware hacking, creative coding and interactive art Members are working on projects with custom displays and lenses, projection mapping, mocap, tiny computers, servos and sensors, interactive statues and a wide variety of VR, AR, motion and computer vision applications.

If you’ve only been to our parent group IGDATC meetings, MN VR and HCI is a different format: We aim for smaller group discussions and lots of specific details.

 
About GDG-TC:
The Google Developer Group – Twin Cities (GDG TC) is a local volunteer-run technology community focused on the latest and greatest technologies from Google. We host meetups and workshops on the first Tuesday of every month, and bring in local and national speakers to share their expertise on a wide variety of topics. Our presentations have covered Android, Cloud, Angular, Firebase, Wearables, and many more topics of interest to the community. The Twin Cities has a wealth of high caliber tech talent and we are excited to be a venue for local experts, even emerging experts, to present to the community on topics of interest.

MN VR and HCI Aug 2015: Virtual Tours

Posted by IGDA Twin Cities on August 17, 2015

Wednesday, August 26, 2015 from 6:30 PM to 9:00 PM (CDT)
Eventbrite - MN VR and HCI Aug 2015: Virtual Tours

NOTE: Please arrive by 7.  The door and elevator are locked, we’ll escort you up.

Virtual Tours – Bryn Erickson from Toursler and Paul Christian

Toursler Inc is the first large scale maker of detailed virtual tours for real estate, business and construction. We are currently in the process of opening a new office in the MSP area. Our virtual tours can be viewed on mobile, desktop, and soon in virtual reality.  …this is the first public sneak peak of our new VR viewer.  Virtual tours are also more than just navigating around houses – they can be enhanced with before/after construction or remodeling, day/night views, apartment/hotel amenities, room layout options, etc.

Toursler has experimented with many technologies for capture, back-end processing and viewing. We’re happy to share where we’ve been, what we’ve learned along the way, and answer (most) questions. We’re planning to cover:

  • Overview of the capture process in the field
  • Spherical focus and stitching
  • Our Computer vision approach vs using depth cameras
  • Back-end processing
  • Creating floor plans without blueprints
  • Previous technology experiments
  • Mobile and browser viewers
  • VR use in Real Estate, and where it’s going
  • Toursler’s strategy with VR
  • First public sneak peek of our Google Cardboard VR viewer

Some links to favorite tours and info, if you’d like to learn more:

Toursler overview
Tour with Nice Building amenities (pools, theater, etc.)
Tour of Alexandria Place – with a good story behind it
Tour of a Modern loft in NL
Article about Toursler

 

 

Parking:

There is nearby street parking and surface lots.  Locals say check the lots at 1st and Washington (both sides of Pixel Farm), and 3rd and Hennepin (behind Vidku.)  Bring cash.  Small bills.  Unmarked.

 

Schedule:

6:30 Social, setup and pizza – Thanks Vidku!
7:00 Plug My Thing
7:15 Bryn Erickson and Paul Christian
9ish Wrap up, head to The Red Cow

 

Plug My Thing!

In addition to informal verbal plugs, we’ll also show your trailer, user group, recruitment page, promo video, personal project, demo reel, etc. Grab the appropriate ticket – first come, first served.

Guidelines:

  • Short and sweet. 3 minutes max!
  • 1 short URL, Zero setup (Media is streamable from fast/reliable site like YouTube, Vimeo, etc.)
  • Your Contact info is on page or in video.
  • You were a part of this project, are attending the meeting, and will introduce it.
  • Talk to us at least 5-10 minutes early, so we can load your page.
 
About MN VR and HCI:
MN VR and HCI (Human-Computer Interaction) welcomes developers and tinkerers working with all variety of VR,  HCI, hardware hacking, creative coding and interactive art   Members are working on projects with light field displays, mocap, tiny computers, servos and sensors, interactive statues and a wide variety of VR, AR, motion and computer vision applications.
If you’ve only been to our parent group IGDATC meetings, MN VR and HCI is a different format: We aim for smaller group discussions and lots of specific details.

MN VR and HCI July 2015: Structure Sensor and SDK

Posted by Martin on July 17, 2015

Structure Sensor and SDK – Jim Selikoff, Developer Evangelist for Occipital
Wednesday, July 29, 2015 from 6:30 PM to 9:00 PM (CDT)
Vidku – 251 N 1st Ave. Minneapolis, MN 55401

Register on Eventbrite!

NOTE: Moved to the 29th, new host, and pizza. Thanks Vidku!

Structure shipped in 2014 as the first 3D sensor for mobile hardware, with 3 core capabilities:

  • Reliable 3D scanning with high-res textures
  • Quick room mapping and measuring
  • Multi-modal 6DOF positional tracking (for VR/AR)

Structure was quickly adopted for a variety of 3d scanning applications. As developer experience and the SDK has matured, the capabilities are being combined for interesting use cases like:

  • Pre-vis at ILM and on Agents of Shield
  • Medical wound care
  • Capturing realistic face blenshapes and textures
  • Bringing your real environment into a VR or AR scene in real-time

The Structure SDK for iOS provides both a low level sensor control layer for raw depth and color streaming, as well as a high level SLAM (Simultaneous Localization and Mapping) layer that includes 3D mapping, tracking and scanning features. For non-iOS platforms, Occipital have taken over the maintenance and evolution of the OSS project OpenNI which enables low level depth streaming on Windows, Android, and Linux platforms.

Come learn how to leverage this incredible technology as we demonstrate and discuss the sensor capabilities along with the design and use of the SDK.
You might even be digitized for safe keeping!

Parking:
There is nearby street parking and lots of nearby surface lots. Locals say check the lots at 1st and Washington (both sides of Pixel Farm), and 3rd and Hennepin (behind Vidku.) Bring cash.

Schedule:

6:15 Social and setup
6:45 MARS Lab
8:00 Wrap up, head to BWW

After, We’ll head to Buffalo Wild Wings on University Ave, by the stadium. https://goo.gl/maps/zmbWm

About MN VR and HCI:
MN VR and HCI (Human-Computer Interaction) welcomes developers and tinkerers working with all variety of VR,  HCI, hardware hacking, creative coding and interactive art   Members are working projects with light field displays, mocap, tiny computers, servos and sensors, interactive statues and a variety of VR, motion and computer vision games.
If you’ve only been to our parent group IGDATC meetings, MN VR and HCI is a different format: We aim for smaller group discussions and lots of specific details.

MN VR and HCI June 2015: Vision-aided Inertial Navigation

Posted by IGDA Twin Cities on June 19, 2015

Our June event is hosted by the MARS lab at the U of M, in Walter Library.  You may have seen press about their work with stair climbing robots, autonomous drones and Google’s Project Tango.

 
Vision-aided Inertial Navigation – MARS Laboratory, University of Minnesota

Over the last decade, GPS-denied navigation has been a formidable task, whose solution can enable a wide range of applications, from space exploration, and autonomous ground and aerial vehicles, to indoor localization and augmented reality applications.

Interestingly, the endeavor towards GPS-denied localization initiated with the push of the space exploration frontiers, since it was a prerequisite for the success of interplanetary missions. Specifically, researchers have been investigating the fusion of visual information from a camera, with motion information, provided by an Inertial Measurement Unit (IMU), in order to track the position and orientation of an object, in what is termed a Vision-aided Inertial Navigation System (VINS).

Recently, the decreasing cost of inertial and visual sensors along with the increasing computing capabilities of modern mobile devices, allowed for the transfer of VINS technology from spacecraft navigation to consumer-grade devices, such as wearables, cell-phones and tablets.

In this presentation, solutions to three key problems in VINS will be presented:

  •  Tracking the 3D motion of a mobile device, navigating in a previously unknown GPS-denied environment.
  •  Mapping the surrounding environment using information from multiple devices, exploring the same area.
  •  Using 3D maps, for navigating within an indoor environment.

We’ll include videos and demos of how these techniques are being used by the MARS lab.

Getting there:

We’re in Walter Library room 402 (4th floor.)   All building doors and the elevator on the Pleasant St entrance will be open during our meeting.

There are bus and light rail stops nearby on Washington Ave.

You could park at meters on Pleasant Ave, nearby Weisman or Church St Garage, or in the Maroon Lot near our end point at BWW / the stadium.  UMN East Bank parking map pdf

 

Schedule:

6:15 Social and setup
6:45 MARS Lab
8:00 Wrap up, head to BWW

After, We’ll head to Buffalo Wild Wings on University Ave, by the stadium. https://goo.gl/maps/zmbWm

About MN VR and HCI:
MN VR and HCI (Human-Computer Interaction) welcomes developers and tinkerers working with all variety of VR,  HCI, hardware hacking, creative coding and interactive art   Members are working projects with light field displays, mocap, tiny computers, servos and sensors, interactive statues and a variety of VR, motion and computer vision games.
If you’ve only been to our parent group IGDATC meetings, MN VR and HCI is a different format: We aim for smaller group discussions and lots of specific details.

MN VR and HCI May 2015: Victory Motorcycles VR experience – Marc Jensen

Posted by IGDA Twin Cities on May 22, 2015

IGDA Twin Cities Chapter
Wednesday, May 27, 2015 from 6:30 PM to 8:30 PM (CDT)
Minneapolis, MN NOTE: Same space, new host.  Thanks to Software for Good for hosting us!
Eventbrite - MN VR and HCI May 2015: Victory Motorcycles VR experience - Marc Jensen

Victory Motorcycles VR experience: Marc Jensen – space150

space150 recently partnered with Victory Motorcycles (Polaris Industries) to create a first-of-its-kind virtual reality ride that transported Chicago International Motorcycle Show attendees to Sturgis—through the Badlands and Needles of South Dakota.

This talk will be a deep dive covering all aspects of the project including:

  • Early VR R&D work at spaceLab
  • Guided vs direct user controls
  • Tricks for representing the Virtual Self
  • Passive and active haptics
  • Experience design for first-time VR users
  • VR exhibiting tips for tradeshows

SVVR Highlights: Zach Wendt

 

The Silicon Valley Virtual Reality Conference & Expo was 5/18. Informal photos and highlights of the best talks and demos at the show.

 

Software for Good is on the 3rd floor above The Bulldog NE. Go through the glass door and up 3 flights of stairs. Please plan for traffic and parking so you can arrive before the door locks at 7.  There is street parking all around the building. The nearest ramp is a block away by Ginger Hop.

 

Schedule:

6:30 Social and setup
7:00 Zach Wendt
7:15 Mark Jensen
8:30 Typical wrap up

After, we’ll head to one of the many great bars within a block.

About MN VR and HCI:
MN VR and HCI (Human-Computer Interaction) welcomes developers and tinkerers working with all variety of VR,  HCI, hardware hacking, creative coding and interactive art   Members are working projects with light field displays, mocap, tiny computers, servos and sensors, interactive statues and a variety of VR, motion and computer vision games.
If you’ve only been to our parent group IGDATC meetings, MN VR and HCI is a different format: We aim for smaller group discussions and lots of specific details.

About IGDATC

This is the International Game Developers Association (IGDA) chapter for the Minneapolis/St Paul (Twin Cities) metro area in Minnesota, USA. We are an active chapter and usually meet monthly. New visitors are always welcome (with or without IGDA membership).

Thank You to Our Sponsors

Web hosting donated by Abstract Puzzle
Monthly meeting space generously donated by The Nerdery