Ice Breakers: our multiplayer mobile AR game made at MIT Reality, Virtually Hackathon

When you break down the wall, everyone wins.

Daniel Sabio a.k.a. The Glad Scientist inspired me to make Ice Breakers while standing in line at my first hackathon, the 3rd annual MIT Media Lab Reality, Virtually Hackathon, an epic 5-day adventure from January 17th – 21st, pushing the boundaries of immersive VR, AR, and spatial computing. 

With over 400 participants and 100 teams gathered at the edge of the future, overlooking the Charles River no less, the chance to work in the Media Lab with the people and tools at the heart of the industry including Oculus, HTC Vive, Microsoft, Google, PTC/Vuforia, and Magic Leap, was entirely radical for a tech-obsessed Berkeley girl like me. 

 

 

 

 

Ice Breakers is a multiplayer AR game that breaks down communication barriers and encourages positive social interactions.

The first player establishes a playroom that others can join on AR enabled phones where they are separated by a virtual wall of ice cubes. You launch charmed projectiles by tapping at the cubes which randomly release a prompt for a short ice breaker game.

When you breakdown the wall everyone wins, incentivizing players to dismantle the divide between isolation and shared moments of delight.

I met Sabio on the first day of the Hack through a mutual friend, VR artist Chelley Sherman. He sparked the idea for the social AR game by saying we should get level ups and coins for meeting our online friends in the real world. I agreed and had the proverbial lighting strike of inspiration, where I saw the whole game and a room full of hackers with charms floating over their heads. From then on I knew I wanted to make something that would be fun to play at the Hack’s Expo Day. 

Day 1’s schedule of workshops and classes, especially the Vuforia Studio U/X courses gave me the confidence my idea was within the realm of possibilities given the submission deadline on Sunday at 1 pm.

Later that evening before the opening ceremony Sabio introduced me to Atlanta-based installation artist and developer Kris Pilcher. It turned out we were already friends on Facebook but had never met. Fortunately, Kris wanted to learn how to use Google’s cloud anchor integration in Unity, so after the project pitches and considering a handful of teams he agreed to support my project and build Ice Breakers using ARCore, Unity and Google’s cloud anchors integration that debuted at Unite Berlin last June. According to Unity, 90% of the top grossing apps on Google Play are connected games. We were also building with accessibility in mind, ARCore is enabled on upwards of 250 million mobile devices.

Day 2, Friday morning Team Ice Breakers quickly set up our work space in the lower atrium of E-15, The Wiesner building and original Media Lab, designed by I.M. Pei (’40). It’s the site of one of MIT’s infamous pranks, 1994’s “The Pei Toilet”

The interior,  with its “Here – There” tile installation by Kenneth Knowland is a portal to 1985, a 100% pure source of the Vaporwave aesthetic, that reminded me of my favorite MST3K film, “Overdrawn at the Memory Bank” starting Raul Julia.

We took to the 3rd floor of E14 to brainstorm and sketch out the game wire frame, listing our tasks for the mechanics and art, and left open questions about the how players would interact and collect rewards. 

 

 

 

 

 

I was responsible for the team lead administrative tasks and making the projectiles, the logos, the theme song, the icebreaker prompts and later the ice wall. I made the 3D game assets on the Rift with Oculus Medium, and the 2D assets with Illustrator and Photoshop. 

Anish Dhesikan, Hackaton Mentor and a Software Engineer at Google Daydream VR/AR, helped guide us through the technical challenges we had networking the phones. He won Grand Prize at the 2016 Reality Virtually Hackathon.

Charity Everett, also a Hackathon Mentor, Research Fellow at MIT Open Documentary Lab and ARVR Women Futurist in Residence, was instrumental in getting us to expand our thinking and purpose. She helped us improve the game by recognizing that the motivation for rewards would undermine authentic exchanges, and generate a false rapport based on short-term personal gains.

I was grateful for the feedback although a little discouraged, however, we still had plenty of work ahead of us before we had to make final decisions on the mechanics. There’s almost no time to consider anything beyond what’s immediately in front of you. I feared I’d turn into molasses if I spent too long worrying about decisions that weren’t at the top of my list yet.

By 8:35 pm Kris had established the multiplayer functionality. 

At 9:07 pm we started testing the anchors. The building closed at midnight but we wrapped around 11:30 pm and a bunch of hackers went to The Automatic in Kendall Square for their addictive late night flat burgers. 

Day 3, Saturday, the collisions were working by noon, and the big decisions were now before us. How does Ice Breakers start? Are both players behind blocks of ice? In their own igloos? Who takes the first turn? 

Charity’s feedback allowed us to re-think the mechanics. Around the corner from the Media Lab, the hedges in front of Lobby 10 became the prototype for our engagement solution: Simplify. The barrier between players is a single wall of ice – which also serves as the cloud anchor to connect the devices. 

A virtual wall between players shifted the motivation from what you get by breaking through, to what you contribute, rewarding players for collaborating and creating shared moments of delight. 

 

 

 

 

Kris started building in our new direction and I googled the world of funny, odd and awkward Ice Breaker games. I also had to make a scratch video for our first deadline which involved setting up our Devpost profile by 6pm to get an official number of some kind.

By 10 pm we were testing the main game components: players joining the virtual room, setting the space, placing the wall and launching projectiles that make a retro-laser “pew-pew” sound when they strike the cubes.

I was running out of time on the theme song. I’m not a gamer but one thing I know is that you have to have catchy tunes.

The day before, a few musicians hacking in the main building came over to E15 to play the piano that’s under the atrium’s staircase. As I was fabricating the projectiles in Medium (stamps of hearts, thunderbolts and music notes) I hear the quirky keys of “Heart and Soul”, the 1938 Hoagy Carmichael and Frank Loesser classic,  known the world over as the song Tom Hanks plays in “Big.” It made the perfect theme song, but I couldn’t break my momentum and cause a delay in delivering the assets to see if they would record it. And then I couldn’t find a version online that I liked.

At 11:30 pm Saturday, I asked Chelley if she knew any musicians at the Hack that could play the piano. She recommended the team hacking next to her, who happened to be the same musicians from the day before, (whose name’s I’ve written some where!) and we recorded the music just as I remembered it. 

Serendipity continued to light our path as we found ourselves in the presence of Joe Davis at his studio surrounded by his crystal radios, coils and clocks set ahead by an hour. The legendary Bio-artist, poet, and Artist Scientist at Harvard Medical School / George M. Church Laboratory, suggested we find a way to add a clip of President Reagan’s 1987 Tear Down This Wall speech. Of course – it should launch the game in a salute to Joe.

Day 4, Sunday, the Hack’s “Pencil’s Down” deadline is at 1 pm. In the morning I downloaded the Reagan clip, cleaned it up, added our Heart and Soul soundtrack and transferred it to Kris.

At 10 am I went to a prep meeting for submitting the project and the judging process. 

Kris powered through the final build, and was almost kidnapped by another team, “Together”, who needed help with their cloud anchors. I followed them and demanded his return, but compromised and said they could bring their laptops over to get his help. We were in good shape but with just a few hours left, the thought of him leaving the table terrified me.

 

 

 

 

It all came together. Kris committed the project to GitHub at 12:30 pm. We completed a simple 10 minute demo for a team of judges at 2:35 pm. I was exhausted and dehydrated but still standing. Whether or not we made the finals, our game was a hit.

The team Kris helped? They won first place in our category of Games and Learning. 

Day 5, Monday, We gave our first public demo to rave reviews. Players had this to say:

  • “I loved it.”
  • “It’s awesome.”
  • “Fun x2.”
  • “Great job!”
  • “Sweet!”
  • “Cool!”

Expect the unexpected at the MIT Reality, Virtually Hackathon.

I never would have imagined I’d spend a week at the MIT Media Lab in an 80’s building literally frozen in time, (during a government shutdown over wall funding) researching ice cubes to make a wall in VR for a multiplayer AR game, or YouTubing a 1987 clip of President Reagan, to use for game instructions thanks to Joe Davis.

Ice Breakers is essentially a game for Daniel Sabio to play, inspired by his zany imagination. He’s the Glad Scientist experimenting with realities after all. He served as the ideal player and stars in the demo video which I filmed and edited in the final hours of the closing dance party in E15 on Sunday night.

Initially I went to the Hackathon interested in making a memorial for the 54 journalists who were killed in 2018 – the most in decades. I was covering some dark and heavy places and the idea for Ice Breakers allowed me to do something completely opposite and novel, while organically evolving into a game that touched on timeless themes and the common struggle of overcoming barriers to establish new and authentic relationships. 

Check out our submission on devpost! 

And stay tuned for Ice Breakers on iOS and Android.


*some material is excerpted from an interview with Navah Berg of My So-Called VR Life

Breakfast Fight Club: Eggnog. Yule Logs. Holograms.

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Breakfast Fight Club is ARVR Women’s unplugged cafe meetup for industry water cooler conversations without the water cooler. It’s a morning event for non-morning people, inspired by the meetups in David Fincher’s 1997 cult classic starring Brad Pitt and Edward Norton.

Pitt plays Tyler Durden, Norton’s devilish alter-ego, a soap salesman who moonlights as a domestic terrorist and leads a viral underground network of bloody boxing fights. Our club doesn’t actually fight. We drink coffee, talk about immersive design and hardware. Bring your business card if you want a chance to win a bar of soap in our raffle.

The first rule of Fight Club is you do not talk about Fight Club. All we ask at Breakfast Fight Club is that you do not chew with your mouth open.

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Since our first BFC at Au Coquelet in Berkeley, we’ve had about a dozen breakfasts in the U.S and Europe (2 in the UK, 1 in Germany). One of my favorites was our most attended breakfast at OC5, Oculus’s developer conference in San Jose.

What I love about them is that we’re usually anywhere from 5 to 12 attendees, which gives everyone a chance to talk about their work.

But, if you’re like me and you work from home, have looming deadlines and don’t need to be in a car, bus or train before 10 am, it’s an almost heroic effort to be there.

There’s no offense if you RSVP’d and don’t show up. Don’t apologize. We start at 8:30 am – I’d probably miss it too if I wasn’t hosting them. It’s okay to be late. You win the battle by simply showing up.

Breakfast Fight Club is a jolt of real-world camaraderie with other early adopters who are defining a space for themselves in an uncharted, rapidly expanding universe. The price of admission? Buying a cup of coffee or tea, maybe a doughnut.

You talk to neighbors, visiting scholars from Harvard, angel investors, game designers, entrepreneurs from Los Angeles, New York City, Canada, China or Singapore.

You suddenly find access to the latest headset you needed or get leads on funding and incubators. Portfolios and demos are shared. Websites and numbers are exchanged. When it’s over at 10 am, the conversation keeps going.  

img_7490On a recent Thursday morning a total of six attendees, myself included, met at our main location, 111 Minna Gallery in San Francisco, for our last breakfast of the year.

During our final round of 2018, the group talked about what brought us into immersive tech, developer pain points, user interface design, and news we’re anticipating in 2019.

We had a soap exchange and raffled off a Special Edition Fight Club DVD – congrats to the winner, 3D artist, Corinne Murchinson.

2018’s Champion of Breakfast Fight Club, is Tara Packard, with the highest attendance.

Keep reading for the roll call and links to resources we shared and found.

For details on our upcoming BFC’s in 2019 we welcome you to join our meetup group .

Roll Call

Corinne Murchinson

is a 3D Artist, Explorer, Life Interpreter, and Artist by Nature. “VR is the stepping stone to the future.” Everything’s leading to holograms. In 2019, “Looking forward to new creative opportunities to use my modeling skills in immersive and special effects work.” A persistent developer pain point for indies (and consumers) are hardware costs. Events like the recent Microsoft Mixed Reality Hackathon, where organizers gave participants Lenovo headsets, are crucial to welcoming more developers into immersive design.

Frank Zappa Hologram Tour Set To Launch 2019 – Kyle Melnick, VR Scout

Lakeith Stanfield’s Balancing Act – New York Times Magazine See a life-size hologram of the actor teetering on an iron beam, high above the city, in augmented reality.

Back from the black: should Amy Winehouse and other stars be turned into holograms? – Laura Barton, The Guardian

Ronald Reagan goes 3D as a hologram at his presidential museum – Chris Woodyard, USA Today

Tippet Studio 

ILMxLab

Oculus Start Developer Program


Ty Musgrave

is MozillaXR Fellow, and recently received honorable mention for her and engineer Jasmine Roberts’s submission to Mircrosoft’s Mixed Reality Hackathon. She is a Co-Chair of ARVR Women’s Futurist in Residence program which is increasing multi-cultural leadership in immersive tech by putting AR headsets Magic Leap One and HoloLens 2 in the hands of influential and emerging artists.

The Magic Leap Independent Creator Program is accepting applications now through Dec. 15th. – MagicLeap

VIDEO: Magic Leap One Creator Edition: Experimenting With Inputs – Magic Leap. A must-watch video for input design and hand presence tips.

Microsoft wins $480 million military contract to bring HoloLens to the battlefield. The contract should see military buy more than 100,000 headsets. – Peter Bright, Arstechnica 

Mojo Vision Emerges from Stealth with Funding of Over $50MM, Introduces Invisible Computing Business Wire

Tesla patents Google Glass-like AR system for factory workers – Fred Lambert, Elektrek

Lego Harnesses Apple’s Latest Augmented Reality Abilities in Playgrounds App – Tommy Paladino, Next Reality

New Startup Artie Wants to Bring AI-driven Avatars to Augmented Reality – Scott Hayden Road To VR


Tara Packard

creates emotive interactive animated experiences in games, apps, AR, VR & immersive real-time virtual worlds. In 2019 “Niantic will come out with something big. When we talk about diversity in tech we need to also address ageism. No one retires at 60 anymore.” We need a truly inclusive framework that considers inter-generational, accessible input design principals for haptic, gesture, voice control and beyond.

Niantic reportedly raising $200M at $3.9B valuation 

Designing for Accessibility is Crucial in VR and AR – Alexandria Heston

How VR Is Being Used to Help Children With Learning Disabilities, Autism – Emily Gerra, Variety *h/t Naomi Assaraf 

At the New York Tech Zine Fair, the Digital and the Tactile Converge

The Kapor Center for Social Impact aims to make the technology ecosystem and entrepreneurship more diverse and inclusive.

SketchUp Free: 3D modeling in a web browser


Jasmine Roberts

XR Software Engineer, is originally from a physics (optics) and computer engineering background, she is an “anti-disciplinary” design researcher with interests converging at immersive computing, mixed-reality and interaction. For the past 5 years, she has been researching computational spatial design and considering how digitally generated realities can enhance sensory ability and proprioception– ultimately to enhance human connectivity. In 2019 Jasmine is looking forward to better user interfaces for experiences. “It’s not out there yet. We’re still building the fire.”

InfoQ – Design Articles InfoQ provides software engineers with the opportunity to share experiences gained using innovator and early adopter stage techniques and technologies with the wider industry.

Book: The Design of Everyday Things by Don Norman / Nielsen Norman Group   We are user advocates. We help companies move toward human-centered products and internet interaction, the better to play a major role in the new world of customer-centered goods and services.”

“Affordances” – The Glossary of Human Computer Interaction The concept of an affordance was coined by the perceptual psychologist James J. Gibson in his seminal book The Ecological Approach to Visual Perception. The concept was introduced to the HCI community by Donald Norman in his book The Psychology of Everyday Things from 1988. There has however been ambiguity in Norman’s use of the concept, and the concept thus requires a more elaborate explanation.

Virtual Artist: Chelley Sherman – Her work is governed by patterns and texture which harness the neural systems that underlie enthrallment in darkness, ritual, reverie. Her practice consists of experiments with different mediums and displays such as virtual reality, projection mapping, and interactive audio visual installations.

Advanced Identity Representation (AIR) Project at MIT – We utilize a custom-made digital platform called MazeStar that allows students to explore their ideas while learning about human-computer interaction, web design, privacy, coding, debugging, and more. A component of MazeStar is a game-like programming environment called Mazzy in which students learn the building blocks of coding.

 Microsoft Mixed Reality Capture Studios we record holographic video – holograms of dynamic people and performances. Your audiences can interact with your holograms in augmented reality, virtual reality, and on 2D screens.


Victoria Scott

Visual Artist and Developer, started in VR through incubators in the east and west coasts, but has been following virtual worlds ever since Second Life. She also works with photogrammetry. In 2019 she is personally “Looking forward to launching my business, Imaginary Objects.” Industry-wide, “Audio takes off. Looking forward to working with new ambisonic mics and AR toys.”

Mics that record in “3D” and ambisonics are the next big thing – Peter Kirn, CDM

Nevaton goes Ambisonics! – Nevaton 

Bose Audio Sunglasses – Nothing in or on your ears – Bose

Oregon Story Board – Access, Inclusion, Diversity and Innovation in VR education

Pioneer Works is a cultural center dedicated to experimentation, education, and production across disciplines.

Merge Cube – the hologram you hold in your hand.

The Museum of Other Realities A new space for a new kind of culture, featuring a collection of artists exploring the possibilities of VR.


Siciliana Trevino

BFC Host, Filmmaker, AR/VR Producer was recently a judge at the AT&T Mixed Reality Hackathon, Magic Leap’s first official hackathon. In 2019 she’s,            “excited about working with ARVR Women’s Futurists in Residence, exploring how Magic Leap One and HoloLens 2 will impact art, design and the future. I’m curious if the Oculus Quest will become the Game Boy of VR. If it supports Facebook Spaces it could also be the Game Girl of VR. I wouldn’t call it the Honda Civic of VR.”

A Look Back at the AT&T Mixed Reality Hackathon – Magic Leap

Exclusive: Cheddar to launch in mixed reality on Magic Leap devices – Axios, Sara Fischer *h/t Cathy Hackl

HoloLens 2 chip choice has some huge advantages – Chris Davies, Slashgear

Is Saudi money becoming radioactive? – Connie Loizos, TechCrunch

IDC: VR headset market grew 8.2% in Q3 2018, led by Sony PSVR and Oculus – Jeremy Horwitz, Venture Beat

How Wevr & Dreamscape Immersive Reinvented ‘The Blu’ for Location-Based VR – Janko Roettgers, Variety  *h/t Iva Leon

Capitol Region Accelerator is calling for AR VR entrepreneurs. Selected companies will receive $50,000. The deadline to submit applications is December 21, 2018. The upcoming cohort is slated to occur from January 28 to April 13, 2019.

The AR Roundup: December 2018 – Tom Emrich, Medium

View at Medium.com


That’s a wrap! Thanks to our early risers for an insightful conversation and reflection on the year ahead.

ARVR Women hopes to see you at a breakfast in 2019. Have a wonderful holiday and a happy New Year.

Join us on  Facebook Twitter, Instagram  Meetup

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TKO!

Just 7 days left to support Snow Angel VR

 

This is it! 

With just 7 days left on our Snow Angel VR Kickstarter we’re fighting the good fight and believe we can beat the odds, but we need your help to do it.

Your contribution gets us closer to being able to complete Snow Angel’s first full-length album and purchase a VR-ready PC and Gear VR headsets to make the music video. The funds also help support two young filmmakers learn the basics of 360 video and cinematic VR.

Check out our latest video featuring Snow Angel VR co-creator Olivia Martinelli trying VR for the 1st time at our OffPlanet VR mixer in February.

She says, “I’m in the 9th grade and I’m really into digital arts and animation. Trying out virtual reality was a really amazing experience because it’s a whole new world of technology that’s completely new and different.”

Here’s Olivia’s first claymation animated short, Chef Stef

 

Music, filmmaking, new technology, and building community

all of it inspires us to forge ahead and make our virtual dreams a reality. We’re glad you’ve joined us for this adventure and we can’t wait to bring you Snow Angel’s 1st  album and VR music experience for their new song, “We Love”.

You have until Thursday March 31st at 9pm to make a contribution. Thanks for supporting us!

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SA-KS-MLowe_FringeIf you can’t make a contribution, we’d be grateful for a shoutout on social media!

TWEET: Dive into the past and reach for the future with #SnowAngelVR #VR #Music

https://www.kickstarter.com/projects/quirkeley/snow-angel-vr

Share on Facebook:  Snow Angel, an 8 piece all-girl band, based in Oakland is making a virtual reality music video experience and promoting their new album. They need your help! Please contribute today and share this post! Only 7 days left!

https://www.kickstarter.com/projects/quirkeley/snow-angel-vr

UPCOMING EVENTS!

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For updates follow us on Twitter: @Quirkeley + @OffPlanetVR

 

Snow Angel Kickstarter Launch Party at Mary Weather this Saturday!

We’ve been quiet for a few weeks but we’re not slowing down! Last week we launched our 2nd Kickstarter, Snow Angel VR to make our first virtual reality music experience with  Snow Angel! The campaign will also help the all-girl band from Oakland complete their first full-length album on cassette and digital.

Come party with us to celebrate our launch this Saturday, March 12 at Mary Weather in Oakland. Snow Angel is performing a live, all-ages free show!  RSVP on Facebook.

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Check out our cat-tastic rewards on Kickstarter that include Snow Angel’s album on cassette, the “We Love” music experience with custom cardboard viewer,  2 for 1 music classes with Gabby La La, a 360 video workshop with filmmaker Kevin Kunze and VIP tickets to our wrap party at Longbranch Berkeley.

 

 

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Cat’s Eye Nebula / Photo: NASA, ESA, HEIC, and The Hubble Heritage Team (STScI/AURA)

 

 

The We Love experience stars Snow Angel as flower-cats in space living in the Cat’s Eye Nebula until a cosmic wind blows them to Earth where they try to find their way home again.

You’ll be the first to get this VR experience for cardboard and GearVR with your contribution at the $50 level.

We’re working under our new VR creative lab and meetup banner, OffPlanet VR, and collaborating two budding female filmmakers, #Berkeley’s Amalia Roy, and animator Olivia Martinelli. We’ve also put together a stellar technical advisory team of industry professionals who will help guide us on the VR experience design and development.

Watch our campaign update video with Snow Angel VR co-creator Amalia Roy,  as she uncovers a Kickstarter phishing scam…glad we didn’t fall for it!

We have a long road ahead to our $10,000 goal and really need your support. Please contribute what you can and help spread the word about Snow Angel VR to anyone you know who loves music and new technology. Keep up with us on Twitter @Quirkeley and @OffPlanetVR

Thanks for supporting indie music and women in the arts and tech.

About Snow Angel’s Gabby La La

Snow Angel’s creative force, Gabby La La, made a major splash with her Les Claypool produced solo album, “Be Careful What You Wish For”. Touring as a member of Claypool’s band, Gabby became known for her virtuosity on the sitar and penetrating stage presence. She created her second album, “I Know You Know I Know” using a Nintendo DS Lite overdubbed with sitar, ukulele and theremin. She’s a graduate of the CalArts school of music where she met OffPlanet VR founder and Quirkeley Executive Producer, Siciliana Trevino.


Mary Weather 333 15th at Webster, Oakland

VR’s true believers at SVVR #27

The day after Unity’s highly-anticipated inaugural Vision Summit was over, a sold-out crowd of 200 developers, filmmakers, entrepreneurs and VR enthusiasts convened at Google for SVVR’s 27th meetup. While I regretted missing Vision Summit (where attendees had an Oprah moment when they were told they’d be getting a free Vive) I’m not entirely missing out.

In San Francisco and Silicon Valley there’s a VR meetup just about every night of the week where you can build virtual worlds or explore Mars using the latest disruptive tech since motion pictures, television, the Apple II or mobile devices depending on who you ask. If you want to purchase a Vive, HTC and Valve’s hype-worthy answer to Oculus Rift and Sony’s PlaystationVR,  consumer pre-orders start February 29th.

Organized by  Karl Krantz, Bruce Wooden, John Oakes, and Nana Tsui, SVVR is the largest VR Meetup group in the world. Their 1st gathering was in the spring of 2013. As of this writing SVVR has 3,410 members. They’re followed by NYVR (2,570 avatars) SF’s UploadVR (2,162 enthusiasts) BosVR (2,132 avatars) VRLA (2,061 dreamers) and SF Virtual Reality (1,1920 pioneers.)

In 2014 the SVVR team produced the 1st Silicon Valley Virtual Reality Conference and Expo, the world’s first professional conference dedicated to consumer virtual reality. SVVR 2016 will be at the San Jose Convention Center April 27th-29th. (Full disclosure: I’ve volunteered at SVVR meet ups.)

The buzz around VR is intoxicating. Seeing – or experiencing rather,  is believing.  While hefty price points for premium VR headsets and AR devices (Oculus, Vive, PlaystationVR, Microsoft HoloLens, Magic Leap and now Meta 2) will still be a roadblock for mass consumption over the next few years, Andrey Doronichev, a Group Product Manager at Google VR and one of the founding members of the original Cardboard told the crowd that so far, over 5 million cardboard viewers have shipped and over 350,000 hours of  YouTube360 videos have been viewed.

Asked to comment on reports Google is developing its own premium mobile headset Doronichev reiterated what he heard at Vision Summit: it’s too soon to predict the future, but speculating about it is the media’s job.

If you want to try VR in the East Bay, Quirkeley has you covered with our 2nd OffPlanetVR mixer Thursday February 25th from 6-9pm.

Inspired by the Bay Area VR community (and a line from the movie Oblivion) I started OffPlanet VR to explore, create and promote positive VR experiences.

SVVR will be joining OffPlanet VR 2 with their Vive to give attendees a taste of room-scale VR, along with demos from VR pioneers including Tony Parisi of Wevr, who will show their official selections from Sundance, Theresa Duringer Co-Founder and Designer, Temple Gates Games, Nick Ochoa of Kaleidoscope VR, and a special guest chat from Allen Yang, UC Berkeley researcher, Microsoft HoloLens Academic Research Grant Recipient – and lots more! Purchase tickets on Eventbrite. Follow on Twitter @OffPlanetVR.

While the world waits for virtual and augmented reality to hit mainstream, its true believers are building the community and industry to bring it you – in real life.


 

Follow @OffPlanet #OffPlanetVR