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Introduction to VR

Introduction to VR

We’re living the dawn of VR Renaissance, the first consumer VR products are being launched, immersive experiences, games, demos are being developed and more and more consumed. Pioneers all around the world are pushing the technical and artistic boundaries and are establishing the pillars of a new medium. This is an exciting time and place to be in, but how do we get the tickets to this hype train? How does one get “into Virtual Reality”?

Literally and figuratively, Daniela Fontes shares some key factors on making the most of introductory VR experiences, and how to get started developing for this new medium.

Talk given at the first Google Developers Group Summit in Portugal.
12/12/2015

Daniela Fontes

December 12, 2015
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Transcript

  1. Introduction to Virtual Reality Daniela Fontes Technical Director at Mimicry

    Games Google Developers Group Summit Coimbra 2015
  2. Ramp into “real” VR 20-70 euro bite size, very short,

    simple, free, cheap uncomfortable, low quality (the shell and the lenses), lack of or basic input (button) Low-End Mobile VR (“Cheap” VR)
  3. The New York times distributed more than 1M Google Cardboards

    to their subscribers (1) (1)Source: http://www.nytimes.com/2015/10/05/business/the-new-york-times-reaches-a-milestone-thanks-to-our-readers.html?_r=1
  4. High-End Mobile VR Samsung Gear VR 100 euro Built in

    Sensors, Trackpad Higher quality (device + lenses) & Comfort Low latency Galaxy S6, S6 Edge, S6 Edge+, and Note 5 Biggest offerings of (high quality) content First real consumer VR device No positional tracking
  5. HTC Vive - Steam VR (Q2 2016) +- 500 euro

    + high end PC + dedicated VR room advisable
  6. Tools Real-time Pre recorded Game Engines • Unreal • Unity

    360-degree photo and video cameras • Ricoh Theta S (350 euro) • Sphericam 2 • KODAK PIXPRO SP360 GoPro + Camera Rig • Freedom 360 $ • Google Jump $$$