Search

MTBS3D .@zerolatencyVR has a number of #VR out-of-home entertainment centers around the world, and we got to catch up with… https://t.co/NZJBVyRUWz
19hreplyretweetfavorite
MTBS3D RT @GetImmersed: Dr. Ofer Shai is the Director of Omnia AI at @DeloitteCanada. He talked about the misconceptions about #ArtificialIntellig
MTBS3D RT @GetImmersed: The use of #futurecomputing in #healthcare was one of the prominent tracks at #Immersed2018, and we got to see some really…
MTBS3D RT @GetImmersed: Ricardo Wagner, Director of Product Marketing for #Office365 at @microsoftcanada, talked about their efforts to make moder…
MTBS3D RT @GetImmersed: Pascal Langlois, Founder of Collective Intent, talks about the potential of using motion capture technologies to re-enable…
MTBS3D RT @GetImmersed: David Parker, Founder of @teamwishplay, talked at #Immersed2018 about how they are using #immersivetechnologies like #Virt
MTBS3D RT @GetImmersed: Richard Huddy, Head of the Game Ecosystem at the Samsung Research Institute (UK), was the second keynote at #Immersed2018.…
MTBS3D RT @GetImmersed: .@JoanneAska, Co-Founder of @TribeOfPan, talks about @TheChoice_VR their innovative #VR project that addresses the topic o…
MTBS3D .@ArozziChairs makes high-end #gaming chairs and tables. Scott Nishi, Sales Manager for Arozzi, spoke to us at… https://t.co/4U4LyU1SJn
MTBS3D .@pimaxofficial interview from #CES2019 includes news about their latest #5K and #8K #HMDs, eye tracking and new co… https://t.co/mmgw69jRTa
MTBS3D .@HP unleashes the #VR dinosaurs at #CES2019. 🦕 🦖 https://t.co/Ufed2K99F5 https://t.co/Rd5irCXzMZ
MTBS3D Today’s interview is with Jan Ludvig from @SenseArena. Jan was a professional #NHL #hockey player. He talked about… https://t.co/3fT7zWGmyI
MTBS3D Chia Chin Lee of, CEO of @BigBoxVR talks Population One at #CES2019. #VR #eSports https://t.co/xfIWYboVkQ https://t.co/3pW2AEPaxG
MTBS3D At #CES2019 we met with Rikard Steiber, President of #HTCViveport, and he talked about their new @htcvive Pro Eye,… https://t.co/WjugF0l5gJ
MTBS3D We met with Ryan McCall, Director of Strategy and Business Development for @UL_Benchmarks at #CES2019. He talked ab… https://t.co/lo8HZkYs5p
MTBS3D .@OmronAutomation talked about their ping pong playing robot at #CES2019. 🏓🤖 #Robotics #technologyhttps://t.co/SvdLiCYlbZ

The Story of Project Holodeck







The Beginning of Modern VR Gaming


John Carmack at E3

As a forum moderator on Meant to be Seen, Palmer continued working on his HMD and shared his progress with the community.  Lo and behold, Palmer got discovered by John Carmack, and after sampling the prototype, John demonstrated the unit at E3.  Once "Oculus Rift" was coined and the Kickstarter launched; the rest is history!

The amazing talented individuals from Gaikai (Brendan and Nate) joined with Palmer and together they crafted the Rift into a beautiful product that could revolutionize the games industry.  They wrangled amazing endorsements from industry giants at Valve, Epic, and more, for the Kickstarter campaign.  I’m sure everyone here remembers what a rush that was!

Before E3 happened, Nate and I pitched Project Holodeck and Wild Skies to the Advanced Games pipeline at USC.  This was a very competitive program, and Advanced Games is considered the capstone class at the number one games school in the country.  We were thrilled to get accepted – and this gave us the opportunity to bring on incredibly talented engineers, designers, and artists to help us bring Project Holodeck to life.

It was in the summer 2012 that we met our Lead Developer Alex Silkin.  We were originally trying to accomplish avatar embodiment with four Kinects, but the algorithms simply weren’t giving us the fidelity we needed to sustain a proper avatar in VR.  The Kinect is a cool piece of hardware, don’t get me wrong, but it is more of a gestural interface than a high precision 6DOF tracking device.  With Alex we decided to switch to the Razer Hydra, which could provide precision tracking of the hands using a magnetic field.  Although the idea of complete body tracking of arms and legs had to be thrown out the window, with the Hydra we could have solid hand tracking with no occlusion issues.  Since the hands were your primary method of interacting, we realized this was the most important part of avatar embodiment anyway. 

Keep in mind this was before the Oculus Rift was widespread and long before Hydra released their own Unity plugins, and we had no SDKs to work with, so this was a massive engineering challenge to undergo.  Alex created an entire Hydra framework from the ground up, and by October we had hand tracking in VR.  We also added the PS Move controllers for absolute positional tracking, so that players could move around the 20’ by 20’ play space.   A gyroscope on the torso could tell the difference between crouching and bending down.  Lenovo laptops ran the entire experience on the back with a big battery, so you didn’t have to deal with tethering and tangled wires.