Week 5: 2D to 3D images Response – Kat Valachova

Seeing the TEDTalk, I was reminded of a presentation I saw at a research the center I interned for this summer. In this presentation, my fellow researchers presented the creation of point cloud maps projects and transporting information from cameras (these were attached around the car’s circuit in order to capture data for a 3D map later on used for self-navigation) together with the other state of the art sensors, the quality of what multiple cameras could help create seemed very volatile (especially when it came to analyzing of the depth of the image), the system having hard time to discern a biking person on the road. And because in my head, there is not much difference between the quality of what can video and image capture, I was really surprised by the quality and precision the Photosynth offered. Of course there must be a huge difference between processing data from a moving vehicle and computing a map based on spatio-temporal relations and taking many still images and aligning them based on similarities. Still, just looking at the dates of the earliest publications of the developers of Photosynth – 2000, even 1999 – once can see how much hard work it takes to make algorithms that take overlying 2D images and reconstruct them into a very elegant 3D map. 

Week 4: Response to Oculus Connect 6 Intro & Images of City Without City – Kat Valachova

For the assignment I decided to watch both the 2 hour long Day 1 Keynote of the Oculus Connect 6 and its 15 mins summary. After seeing both, I can assure the rest of the class, who only saw the short version, that they didn’t miss out on much.

In their opening speech, Oculus presented an overwhelming list of new features, updates and projects launching either by the end of this year, or by the beginning of 2020. With the motto

“VR is happening now”, it seemed more than ready to reassure its old content developers and entice the other ones to rope them over. 

The shorter version is concentrated more around the new key feature points, such as the remoteless hand tracking experience (with full range of motion) on Quest since the beginning of next year; their future-oriented plan of software support on any future Oculus devices that are to come; new feature of connecting Quest to a gaming computer and launching any software designed for Rift; launching of Horizon, a social/ creative platform; partial reality that uses the scan of a room and its following reconstruction (vital in Life maps) to create a better VR/real experience; facial expression transmission, and others.

The original version was designed in a way that many speakers came in, many times repeating what has been said before, adding a new feature to it.

We were told about the Oculus’ vision of developing a neural interface, which would allow the user to put on just a wristband, which would read all of the impulses of his neural system and allow the user to interact with virtual objects while just using his mind.

His another goal is to build on the physical closeness the VR offers and improve social interaction both in VR/AR. In VR, on basic level it would be done through better access to social media, sharing of experiences, creation of events right in the VR and messaging. For VR, they also introduced a new feature of “destinations”, which should allow users to leave behind deeplings (I’m not sure now if they meant on the internet or through Life Maps, which is another project they are launching really soon), which would allow the others enter the same space, working like portals. Another big and ambitious project is the aforementioned Horizont, which is meant to become a world built from experiences by all of the users, having the ability to be organic and expand “on its own”.

In terms of AR and social life, they admitted VR has its limits. They believe to bridge this by “just enhancing” the reality through AR glasses, which will allow the user be more interactive with his surroundings, rather than cut off by a headset, allowing “synchronized shared experiences” and “deepening of relationships”.

Great part of the video was devoted to PR,  reminding the audience over and over again about the qualities and visions all these new projects they are launching can offer. Many of the speakers were not directly from Oculus, but rather from the collaborators, such as top game producer companies (promoting upcoming projects like StarWars’ Vader Immortal), or businesses which see VR as a great way to progress in the future (Johnson&Jonson talked about the huge success the training of chirurg students in VR has). 

Oculus also plans to launch an ISV partner program Oculus Business, that will become a platform for regular businesses all around the world, improving their performance by allowing for group trainings, distance meetings etc. One of its features is the possibility to launch multiple devices at once, with the same preset and content access rights all decided by the businesses themselves.

Week 3: Review of the VR Experiences – Kat Valachova

  1. Lucid Space Dreams – Oculus Quest

The Lucid Space Dreams is a close to 2 mins long video-based 360 degree VR experience, that brings the viewer into a very see-through, neon-like dark world, which in parts resembles the Avatar’s Pandora. This was my first experience with VR and I first felt slightly disappointed with the interaction this video provided, as it “only” allows the viewer to turn around his head and watch his “surroundings”. But after briefly experiencing other title on the VR Catalogue, that many times didn’t even offer the 360 view in the first place.

On the other hand, true to its name, this VR offers very authentic dream-like experience, where one is not in control of what is happening and can only watch as the space he finds himself in is constantly drifting. The result is a lucid-like feeling.

  1. Knockout League – Oculus Rift

Knockout League is an arcade-like VR boxing game. Situated in a boxing ring, one  can fight against various opponents. The game is rather colorful and creative when it comes to the opponents one can fight. Each one has his own very specific looks and it felt as fighting style as well, so the player can fight with figures such as Captain Hook, an octopus or a wolf girl.

In terms of the experience itself, I learned it is hard to move in a way so the imaginary hand hits the target – it is not based on muscle memory as is natural for normal body, which is especially vexing, when one has more experience with boxing, but cannot implement them. On the contrary, only after multiple failed tries, I realized that in order to hit the target, the movement coordination must be based solely on my sight, meaning I first have to watch my imaginary fist in the VR, calculate the distance to the opponent and finally attack. This VR requiring of the player to distance himself from his body feels somehow unnatural but I guess one can get used to it. Otherwise playing Knockout League was really exciting.

  1. The Night Cafe: A VR Tribute to Vincent Van Gogh – Oculus Rift

The Night Cafe is a rather boring 6 minutes long VR video experience, which lets one “have a peek” into what does it look like inside Van Gogh’s painting The Night Cafe and “behind the scene”, while being accompanied by slow piano music. This VR does its best to bring the Van Gogh’s 2D version into 3D, while leading the viewer around the room, further behind what would have been the painter’s back, showing what cannot be seen on the original painting. The VR version brings the painting into life by animating what Van Gogh tried to capture as motion, one can see the lamps radiate the light, the billiard player rigidly shifting weight from one leg to the other, then behind the painter’s back the pianist playing (it doesn’t feel as if he is the one who plays the background music, as they are not in sync). The room is filled with the inspirations and models of Van Gogh’s paintings, giving off the feeling of being in a place that Van Gogh frequented and from which he took inspiration. Then, the viewer can see Vincent Van Gogh himself sitting in a chair, getting up and gazing outside the window, seeing his famous starry night. The viewer is then led around the rest of the house, seeing people and places he cannot see just from the original painting, finally ending in an underground dark room/cellar, with a piece of paper in memory of Van Gogh.

VR/AR Week 2 Post – Kat Valachova

Response to the “16 Lessons for a VR-First Future From ‘Ready Player One””:

Most agree with:

  1. Network speeds and cloud computing capacity will be the key utility of the future.

I believe the pressing need for more powerful networks and the overall speeding up of computing capacities is something that is already very visible now and the trend will continue on in the future, as there are more complex and sophisticated technologies invented.

Most disagree with:

  1. Everyone will become ‘Gamers’ & watching game streams will be a major pass-time.

My disagreement is not so much as with how popular implemented the VR/AR can become in our lives, as we can see the trend on the rise already. My disagreement is more about how not everyone will be able to, or will not be willing to implement VR into their lives as a major part of it. The human needs lie with implementation of all senses and social/physical interactions, which is, at least in the case of physical part, not something VR can offer at this point.

Response to the Mirrorworld Article:

Using augmented reality to implement the mirror world makes a lot of sense, as it enhances what is already existent. But what about when it is implemented in VR? My question is if we know how does the brain react, when only the visual senses are being constantly stimulated while the rest, especially the touch is being neglected for a prolonged period of time? Being able to “travel” to different place through the headset is one thing, but not being able to experience through other senses is, I believe, something completely different.

Chosen videos:

Lucid space dreams

The ghost in the shell

My mother’s wing

Final Project Reflection – Kat Valachova

Link:

http://imanas.shanghai.nyu.edu/~kv795/week13/index.html

Partner: Manal

  • Design

Due to our project not ending as expected, I will describe both the planned and the real final form. Our project’s planned final form was a an internet based window, which should symbolize a real space (a room) with people and the way they interact. There should be in total three rooms in between which the viewer can switch and the background of these rooms should be sketched in a very minimalistic way to hint on what kind of space they are – e.g. library, cafĂ©, metro.Each room should have around 5 people and each of them should be in at least two of the mentioned spaces. These people are represented by “floating” simple geometric shapes, which are in constant movement and bounce of the walls the same way the old Windows screensavers do and they represent the strangers the viewer can encounter once he enters to him a foreign space.

Our project is meant to lead the viewer through a narrative. This narrative starts by the viewer opening our website. He will be added into the “field” of floating people and will be told what is his icon. Immediately after entering, he will start receiving strange messages in a message box at the top of the screen. These messages are form a stalker and will grow on intensity, defining the time of the narration. The goal of this project is to make the viewer feel he has to find the stalker before the stalker finds him. The viewer can get more information by colliding with the other people icons, that sometimes give away hints about the space they are in, about the stalker and about the viewer himself. The viewer cannot control his own movement, but can change the movement of the people around him by clicking on their icons and changing their direction towards him.

When the messages from the stalker escalate, in the last second the view is supposed to change to a blurry image of a psychiatrist leaning over the viewer, telling him he forgot to take his meds again.


Due to various reasons we only managed to create a website that has one window, no background and has interacting floating icons which, whenever they collide with the viewer will produce a bubble with a different message.

  • Process

At the beginning we struggled to come up with a solid and at the same time executable project idea. After consultation with academic fellows, we decided on an idea, which was in the time frame we had rather challenging. We still decided to go with it because both of us seemed to be very interested in this idea and we believed if we worked hard and well divided the workload, we could make this idea work. Due to various reasons the workload did not end up being divided equally and in the end basically only the coding part was worked on. This makes me think if I were to consider this project again, I would have done it alone from the beginning, with an easier concept that would be doable by just one person. Also due to sudden data loss, I was then not able to wrap up the coding section as I had to recode everything  I lost before. This is one of my greatest regrets, because although I saved my files on an external disk (or so I thought so), I ended up losing all of my .js files. After the erasure, I started frequently updating my file on the cyberduck in order to ensure no such thing would happen again. It also allowed me to in real time test the website and notice right away if there was an issue with the code. This proved very useful, as combination of P5 canvas and normal .js is very fragile and prone to dysfunctioning, which is often very hard to uncover. This is a part I didn’t anticipate during my project planning and it in the end greatly influenced the stage into which I got my code, because in the end I spent hours on debugging my code. Due to some reason there is a problem with combination of iteration, pulling out timing from an array with times and pushing text into a div. This is so far the biggest challenge in the code. I also learned that all of the javascript files are read by the computer as one.

  • Future

Given more time I am planning to finish this project, as I believe I could still learn a lot from it as well as I believe if properly finished, it could be an interesting experience for the user. There is more work to be done not only on the visual part of the website, but on the script as well. The script together with the right timing is the main factor influencing the successfulness of this project, as it is mostly based on psychological effects this website has on the viewer.

After the finals end I am still planning to at least completely finalize the code frame so the only thing left to do would be entering the scripts and editing the visual parts.