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MTBS3D RT @BelayIP: First meeting of #CES19 in the books. Online interview with Neil Schneider of #mtbs3d. Come say hi to me and @BasemarkLtd if y…
MTBS3D RT @GetImmersed: .@AffordStudio Co-Founder Avery Rueb talked about the status of #technology in the classroom and new innovations that will…
MTBS3D RT @GetImmersed: Dereck Orr of National Institute of Standards and Technology @usnistgov gave the first keynote at #Immersed2018. He talked…
MTBS3D RT @GetImmersed: At #Immersed2018, Charlie Choo of @studio216 talked about how they are using #immersivetechnologies like #AR, #VR, and #MR
MTBS3D RT @GetImmersed: #ArtificialIntelligence is an important part of what's next in #futurecomputing and was a vital topic at #Immersed2018. B…
MTBS3D What better way to exemplify future computing than to talk about prototyping using #VirtualReality and… https://t.co/zeNEOR7Uhw
MTBS3D MTBS-TV: Rama Krishna Aravind is the Founder and Creative Director of Poco Loco Amusements. He shared his inspirati… https://t.co/AR2VAvcZBP
MTBS3D MTBS-TV: Dr. David Rolston @dwrolston speaks about the future of #AI & #VR at @GetImmersed. #Immersed2018 https://t.co/5V9A18c6Vk
MTBS3D RT @GetImmersed: Kevin Williams, Chairman of the @DNA_Conference is easily one of the market's go-to-guys for all things dealing with out o…
MTBS3D RT @GetImmersed: Bob Raikes is the Founder of Meko Ltd. who publish the leading industry journal @Display_Daily. @brmeko spoke about displ…
MTBS3D RT @GetImmersed: Easily one of the highlights at #Immersed2018, Mike Domaguing, @Survios' VP of Marketing, gave a rundown of the #VR projec…
MTBS3D RT @GetImmersed: .@elumenati makes immersive projection solutions that multiple people can enjoy at the same time. At #Immersed2018, Hilary…
MTBS3D Daryl Sartain talked #immersive #AI & #Blockchain at @GetImmersed. Sartain is the Director and Worldwide Head of… https://t.co/LmqWZjQn0w
MTBS3D RT @GetImmersed: #Immersed2018 starts on Thursday! Tickets still available: https://t.co/5CJiYUiNKF #Immersed18 #business #healthcare #AI #…
MTBS3D @tifcagroup Executive Director was interviewed on @ComputerAmerica. Neil talked about @GetImmersed, Students Night… https://t.co/9Nc3MfcrDC

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.