Gieta Laksmana
  • Blog
  • Profile
  • Projects
    • VR World Arcade
    • Punch For Fun
    • Spectrum
    • Dimension Battle
  • Resume

VR Arcade Conference - Day 3 Recap

5/15/2016

0 Comments

 
Last week, I went down to San Jose to help Jeremy host the VR Arcade Conference and meet most of the team from Virtual World Arcade for the first time. The conference was held on May 2 - 4 at Computer History Museum in Mountain View, California.

Day 3 of the conference is Hackathon day. It's a day where everyone can try to develop game for each other's platform/techonology. Today is more of an experiment, to see whether or not companies are interested in this sort of idea.

I only stayed for about 2 hours since my flight back to Redmond is at noon. However, according to Jeremy there weren't that many attendee since most people already got what they needed from day 1 and 2. At least now we know that we don't have to do the Hackathon day for next year's conference.

Full Video:
0 Comments

VR Arcade Conference - Day 2 Recap

5/14/2016

0 Comments

 
Last week, I went down to San Jose to help Jeremy host the VR Arcade Conference and meet most of the team from Virtual World Arcade for the first time. The conference was held on May 2 - 4 at Computer History Museum in Mountain View, California.

The second day of the conference is where each company gave out a 45-60 minutes presentation about their company, technology, and vision. There are a lot of interesting talks, but the ones I find most interesting are the ones that talk about the problems and challenges they faced when building VR games.

This post is going to be about the compilation of those problems that we are currently facing on our game "VR Jurassic Island", as well as the general rule of thumbs when making game for VR that I learned from the presenters.

Minimum 60 Frames Per Second (FPS)
This is the general rule when making VR experience. If the game runs under 60 FPS, it will usually make most people sick. Some people can handle as low as 30 FPS, but lower than that is pushing it. Our game did not have much optimization done, so it ran at a whopping 28 fps... There were times when people put the head gear on for 5 seconds and gave up. This was a wake up call for us.

Dont F**k Around With The Camera

We wanted to show a couple different scenes in our game. The first scene was where you have to hide from the lurking T-rex, while the second scene is on a lake where you can see a Brachiosaurus eating from a tall tree. We needed a way to take the player to the second scene, but they are pretty far apart in the game world.

So we made a Magic carpet that moves the player to the lake scene, as if it's a vehicle. We had mixed feedback about it. Some people loved it, they said it made them feel like they're surfing. Others are either confused, dizzy, or worse, got motion sick.

Another thing we did was to set 1 meter in real life to be 4 meter in game, since our game world is pretty big. This also triggers confusion and motion sickness to some people.

The key learning here is to not modify the in game camera's position abruptly. If a user doesn't execute any movement but they see movement in game, it will mess with their brain's balance and visual system, which causes motion sickness. So just don't touch the damn camera.

Don't Get People Lost/Confused
When you start playing our game, you are dropped in the middle of a forest. Then suddenly a T-rex pop up. Do you fight it? Do you run? Do you hide? You don't know, since you don't even know the goal of the game.

We learned that since we are essentially putting people on an "alternate reality", we need to give them time to assimilate this new world. We can't just assume they know what to do. They dont. We have to ease the experience in. Start with a very simple world, then bring the intensity up incrementally. Don't make an experience that want to make people run.

Do you remember that moment when you're between dreaming and being awake? Where your dream is blending a little bit with your reality? According to the Zero Latency VR guys, it takes about 20 minutes for people to be immersed in VR games and starts to "forget" that they are in a virtual world.

The Zero Latency VR guys did an experiment where they put VR headset to people and show them a familiar scene. They showed them an apartment scene, where everything is normal. Then, after a while and the player started getting comfortable with the scene, they changed the scene to be the top of a mountain. They then asked the players to jump off from the mountain. When the players refused, they know that they have gotten them immersed into the virtual world.

Complete coverage of the second day:
0 Comments

VR Arcade Conference - Day 1 Recap

5/11/2016

0 Comments

 
Last week, I went down to San Jose to help Jeremy host the VR Arcade Conference and meet most of the team from Virtual World Arcade for the first time. The conference was held on May 2 - 4 at Computer History Museum in Mountain View, California.

This post is mainly going to be about the problems we faced while hosting this conference, and the things we learned. As this was our very first time hosting an event such as this, there are a lot of things we can improve on.

The first day was for panel talks and exhibition. All the attending companies setup their booths and their tech to show some demo to the attendees. We came at 6 in the morning to setup our motion capture cameras, server, and calibrate them all, which took about 2 hours. The conference officially started at 9am.

I manned our exhibition booth, showing attendees our game demo. However, around 9.30am, a couple of our volunteers who manned the registration booth had to go. So me and Patrick went to man the registration booth since there are still a lot of attendees coming in late. This was when I realized a HUGE problem.

Problem #1: The Attendee list is not synced at all
Essentially what we had was an excel spreadsheet filled with attendees information like name, email, company, confirmation number, etc. An attendee came and gave me her confirmation number, I tried looking up her confirmation number on the sheet and found nothing. I tried searching by name as well and still no luck.

When I asked Jeremy about it his answer surprised me. "Oh, the spreadsheet was from 2 days ago, I stopped updating it since we were so busy". What do you mean you stop updating it? It should have been automated! This was a VERY BIG issue, and I'm glad we hit it. Clearly we need a system to automatically update the spreadsheet/database when someone registered online.

Problem #2: What is when?
After attendees are verified, we hand them out a map of the exhibition. The first thing they said after that was "Thanks! do you know what time is <insert company name> panel will be?" and unfortunately our answer would always be "you could view the event itinerary on the website".

This makes me think that maybe we should hand out the day's itinerary on top of the map of the event. The venue was not that huge, so people should be able to figure out where things are. But people would most definitely like to know what is happening when.

Problem #3: Do you guys have coffee?
I think only Patrick is a coffee drinker in the team, so does 90% of the attendees. In the early morning when we were setting up our booths, one of the exhibitor asked if there's any coffee provided. Unfortunately the museum cafe was closed, so we directed them to the starbucks across the street, and we went back to whatever we were doing.

A few minutes later, a different exhibitor asked the same question. And we started to think "maybe we should get coffee after all". long story short, I went to starbucks to get coffee for 50 people.

Key Learning:
  • Have an attendee list database that is synced automatically when someone registers
  • Print the event itineraries on paper to hand out to attendees
  • Provide Coffee

Day 1 video:
0 Comments

    Archives

    September 2018
    August 2018
    July 2018
    September 2017
    July 2017
    November 2016
    October 2016
    September 2016
    June 2016
    May 2016
    March 2016

    Categories

    All
    Shenanigans
    Software Engineering
    Swift
    Vr
    Xcode

    RSS Feed

Powered by Create your own unique website with customizable templates.