Riffs on Vive/AsiaVR’s VR Development Bootcamp at DigiPen (part 1)

(at the bottom of this post are links to the topics presented, as well as links to the speakers and related articles)
A big virtual hello to you! Welcome!
I would like to sincerely thank HTC Vive, AsiaVR and the host/co-organizer Roy Koo for putting together such an impressive workshop. Wow! My background and the reasons why I was so excited to attend the VR Boot Camp follow the notes. NOTES (not in any order...)
VR hand controller
YiFei Boon from Unity giving a presentation
Quentin Staes-Polet, the Director of Unity for Southeast Asia made the observation that VR is not yet defined, pointing out that, historically, it took cinematography about 15 years to develop. He mentioned the  Lumiere brothers and the early relationship between storytelling and cinematography that can be exemplified by movies like Trip to the Moon. Quentin also mentioned that Pokemon Go was made with Unity. Because VR is so new, there is a need for evangelists of all kinds. The task of building a new media/artform/business model is so great that co-operation is understood to be more  beneficial than competition; Sony and Oculus given as an example. Viveport Vive Cinema https://www.howtogeek.com/268062/how-to-watch-any-video-on-your-oculus-rift-or-htc-vive/ How ready is your computer for VR?
YiFei Boon.... "Content is King, Frame Rate is Emperor."
YiFei opened his presentation by saying that this an era of learning, experimentation and patience. He touched upon real time story building. Speaking of buildings...https://www.dezeen.com/2015/04/27/virtual-reality-architecture-more-powerful-cocaine-oculus-rift-ty-hedfan-olivier-demangel-ivr-nation/ The viewer's head is now the camera! VR is 4D! I just discovered the work of Albert Hwang, who works with VR, art and dance.
Alright, I will continue with more link riffs and notes in another post. What follows next is a list of presenters and topics, and after that is my background.
PRESENTATIONS NVIDIA VRWorks: Accelerating and Enhancing VR Experiences. By Delia Hou, nVidia  Unity best practices in VR / Introduction to Editor VR. By Yifei Boon, Unity3D  GPU-coding for custom animation and effects (with Live HTC Vive Coding Demo) By Martin Eklund. (Look out for his upcoming Art Plunge crowdfunding project) Achieving Presence in VR. By Joe McGinn, DigiPen Institute of Technology Singapore   (A TechCrunch article on Presence) Asset Creation Process for Front Defense. By Ethan Tsao, Fantahorn Studio (HTC Vive) VR Game Development Experience Sharing. By Douglas Lee, Fantahorn Studio (HTC Vive) Related article: VR and game development is not a grocery store by Joe Radak on Medium) An Engadget article on a Breakdown on the costs of Character Development, by Jessica Conditt New Era of VR / Vive X, the Accelerator Program. By weiging, HTC Vive
Thanks for stopping by! Stephen Black
............... My background and why I attended the workshop.... From 2002-2007 I was deeply involved with a SDK that used cute characters to conceal a very powerful  3D engine that was also very user friendly. As creative director, I worked with concepts like polygon counts, commands,animations and the many little things and properties that make up a 3D World with great presence. Unfortunately, the day of the premiere of that software (at the Singapore Science Center, as part of the Planet Games exhibition), the CEO and lead developer passed away. For the next four years I carried on,with no financing and no ability to clarify the IP issues, this in spite of the fact that there had been great interest by the Ministry of Education, to say nothing of the fact that the company had been set up as a joint venture between IDA, Kadokawa Publishing, Mitsubishi and Dentsu. I was, however, able to teach 3D gamemaking to a great variety of people, from Malay pre-schoolers to Yangoon programmers to Singaporean senior citizens. The realization that mobile was going to be a huge factor to contend with was the final deciding factor to close the door on the SDK. In 2007, Amazon released the Kindle and it was immediately apparent that if I was going to fulfill my lifelong dream of writing books that the time had come. Writing and art would be excellent pursuits to follow until I could find a situation in which to continue my 3D adventures. I have not yet mentioned Secret Donut World, which is a collection of 3D characters and environment. David and I started SDW as an artistic activity that would also be the basis of a 3D friendly IP property. We are now reviewing Secret Donut World, in light of VR, VR storytelling and physics engines. We are excited! David Severn is a British artist and illustrator whose work can be seen here. My books, including the bestselling i ate tiong bahru, are introduced here. Also on my blog you will find artworks, photographs and posts full of notes that I am compiling for my book called Cinematography 8.0: light, color and motion in the age of VR, AR, AI, CG and drones. SPOKEN is a gallery built with Unity by Eugene Soh (The Dude) and curated by myself. It features a diverse mix of writers and artists. As a filmmaker, I am extremely interested in the undefined frontier that is VR storytelling. Working with hiverlab, I was able to produce, direct and star in Beach Road, which was featured in the 2015 Brisbane Film Festival and nominated for Best Experimental Film at the 206 Las Vegas VR Fest. (Oh yes, I should also mention I have worked as  a music producer. Finally, I've worked in various capacities, for CNN, Cartoon Network, Fuji TV, Fox and France 2.)

2 thoughts on “Riffs on Vive/AsiaVR’s VR Development Bootcamp at DigiPen (part 1)”

  1. Pingback: Riffs on Vive/AsiaVR’s VR Development Bootcamp at DigiPen (part 2) | blacksteps

  2. Pingback: Cinematography 8.0: VR (best of blog posts, 2016)part 1 | blacksteps

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