Skip to main content

Posts

Showing posts from July, 2020

Immersive Research & Practice - Medical, Clinical and Mental Health Applications

This blog will now follow academic/industry research and detail practical experiments that explore the design, development and production of immersive XR (/AR/VR/MR) projects.
I am interested in how screen-based, site-specific installation, geolocated or device assisted experiences can be designed and developed to support the Medical, Clinical and Mental Health fields.

POD
VR App Prototype


To begin this new route, I will re-examine POD, an immersive clinical training application on which I began development a year ago.

I will conduct academic/industry and deploy practice research tools to engage with discourse on how virtual reality can be effective for clinical instruction.


Next Steps:

Review POD Development
Conduct Literature Sweep (2015 - 2020) XR (VR/AR/MR) Medical applications






Unity Animation and Cinematics: Experiments

I am working on th next phase of development for Lunarium. I want to set up Lunarium as a Rift VR experience and test this on my quest via link so that after christmas I can start to test for quest. 

To experiment with getting more narrative engagement and player interaction, I have decided to further develop the Top Tent animation scene. 

To do this, I will need to include multiple animated characters and will include a ringmaster, alienated death and flying bats and add further player interaction. 

The object of this scene is to watch a cut scene and then the player must solve a puzzle to get past the alienated death character and jump into the large hole beneath. 


I need to: 

1) Create a bat object with wing animation 
2) Set looped motion to move the bat around the toptent ceiling.
3) Create new RingMaster character with walk cycle, idle and turning options. 
4) Animate the Alienated Death Character so that when it breaths in (The body inhales) the air is forced out of one of the 3 tubes …

Fledgling project : H

In between testing the affordances and constraints of the new oculus quest, I have been working on a new fledgling project within a small team.

As I come to the end of the first sprint, I begin to think about the sprint review, recommendations and the next sprint (If required). One particular standout experience is how the waterfall approach can be embedded within an agile methodology. Working with others where both approaches are natural parts of others working process means that some might be used to the agile process and others the waterfall. I have adapted by meeting key milestones as if they are waterfall deliverables while adopting a flexible approach.



Hello... Oculus Quest :)

New Oculus Quest (with Link for rift) 
I received an Oculus Quest and have updated to Unity 2019.4 LTS which means that I can now develop for oculus Quest. This brings with it new modes of interaction, including many hand control options. This also means that I can develop my experiences for mobile and pcvr (for rift) which is where I was trying to get to but was limited by access to tech and software.
Not any more.. 
As I am registered as an oculus developer I now understand that I can continue to develop Lunarium for rift until Christmas when I should be able to launch on Oculus Quest for testing. 
This is the plan...