This is a VR game which can let the user to experience a mysterious world full of morphing letters. The user will have to pick a word, memorize the randomly generated dynamic shape of each letter and finally pick the right letter from the word.
Grey Matter is a Virtual Reality experience that affected/generated by the brain activities of the user. This project is inspired by the major component of our central nervous system, aka, grey matter. I am using the brain wave(eeg) sensor to detect the user's brain activity, generating the abstract visual and audio environment by using the live data.
VR maze that changes when you look away. Features algorithmic music.
Maze2 is an experiment in generative virtual realities, realized through three unique levels each designed to question the philosophy of perception. Maze2 seeks to address questions such as the existence of objects outside our perception – questions addressed by philosophers since the beginning of thought. Using virtual reality, Maze2 creates a world where these situations are possible and explores what that means for the end user. What if objects out of sight are in constant flux? As with Plato’s cave, is there another world beyond this virtual reality which one cannot experience?
Maze2 is also an experiment in procedural design. Throughout the experience, generative algorithms are used extensively to create the landscape, behavior, and sound of the game. In level one, a maze building algorithm is used to create a maze which updates and rebuilds whichever section of the maze is outside of the view of the player. In the second level, a spherical maze is generated using a complex algorithm, and music is generated and effected on the fly using L-system fractals. The final phase generates a maze on a 3-D moebius strip, with no end to the maze.
https://vimeo.com/147799667 first level shown here
Backyard Labyrinth is a cardboard-iPad semi-VR game that requires two players, a VR player and an iPad player. The VR player wears a Google cardboard to experience the immersive first-person view while the iPad player is able to see the top view (god view) scene. In this game, they work together all the time to finish a series of tasks. Each of them has different information about the surrounding environment. Therefore, they should communicate frequently to share what they know in order to maximize their efficacy.
A trippy VR experience that puts viewers in my lipstick jungle.
I have lots of lipsticks and at some point they proves or strengthens my expression of sexuality. I created a lipstick jungle in VR, where viewers can walk around them, immersing themselves in a colorful magical world, admiring the female object as well as the male reproduction organ metaphor.
Multiverse Journey lets multiple users find each other in a fantasy world and explore it together. They will gain new abilities through the journey and discover hidden artefacts along the way. The Journey is set in a Virtual Reality world.
A Virtual Reality experience in an abandoned library where you explore, knock over shelves and throw books around, all operated with a real book.
Put on your headset and enter a mysterious abandoned library. What is this place? How long has it been like this? What are you doing there? Who cares? Pick up a book. Throw it. Knock things over. Make a mess. In Virtual Reality, no one will tell you how to behave.
An exploration of physical interaction with virtual space, and a meditation on the impact of obsolete technology.
Hart Island is a one mile landform off the east coast of the Bronx, directly adjacent to City Island. Originally used as a Civil War training, POW, and then burial location, it was purchased by the City of New York in 1869 and its primary purpose became serving as the final resting place for the indigent and unclaimed dead of the city. Now managed by the Department of Corrections, Hart Island still fulfills this role, with as many as 1,500 bodies being buried on the island every year by inmates from Riker’s Island.
Monuments to Hart Island takes into account the island’s present condition, which is to say, nearly inaccessible and hidden in plain sight; you can’t actually go to Hart Island unless you arrange it through the DOC, cameras are not allowed, and unless you are a relative, you can’t visit burial sites (active or inactive).
As a result we have chosen the format of a virtual reality museum & memorial both to what physically exists on Hart Island and to the barriers faced when trying to encounter what’s there, using a 3d reconstruction of the island from aerial maps to allow a user to navigate multiple layers of consciously obscured content and media. The experience is defined by a series of speculative & abstract memorials (or reimagined markers) that surface physical realities of burial on the island.
Our final installation at the ITP Winter Show will consist of:
An explorable virtual space/environment that tells the story of Hart Island, played in a headset (Oculus or Gear VR)
A small accompanying installation which includes a sign-in book that mimics the ledger visitors must register with through the NYC Department of Corrections
Experience the thrill and freedom of flying, seated on the back of a large dragon in this virtual reality experience
In this VR experience, users will sit and control a large fabricated dragon to commandeer a dragon that they'll be riding in a virtual world. Think of the motorcycle or car games at arcades (http://imgur.com/kJQPnaR), except it's a dragon with 4 axis of motion and the user has a VR mask strapped on their head. In the virtual world the user will be seated on a dragon that he/she can navigate to explore a mythical world. Along the way he/she can collect various objects that unlock different abilities and reveal new worlds. People have always dreamed about flying and/or controlling large beasts and this experience will let them experience both.