VR Concept ideas

Research resources.

1.Movie: Tron


summary of the movie

Tron is a 1982 American science fiction actionadventure film written and directed by Steven Lisberger, based on a story by Lisberger and Bonnie MacBird and produced by Walt Disney Productions. The film stars Jeff Bridges as a computer programmer who is transported inside the software world of a mainframe computer where he interacts with programs in his attempt to escape.(from Wikipedia)





It seems like there is already an online game which can play with exactly same motorcycle called Tron light cycle in the movie.


The game Called “Deadline” has the mode four players fight against each other, each riding a different-coloured light cycle. Just like in Tron, riders will leave a coloured trail behind them, and if an opponent hits your trail, they’ll explode.

The weapon

This boomerang is the actual product players using as a weapon in the movie including the suit.This boomerang called disk which is wearable and contains each player’s identification. So simply without disk, nobody can join the fight.



The map

This is some ideas about the mapping inside of the game. It would be amazing if I can design with an actual site like London or somewhere in America like ps4 invented by Sony.




And basically inside of the game, buildings look like this with vivid neon colours





2. Movie: In time





movie In Time is a 2011 American dystopian science fiction action thriller film written, directed, and produced by Andrew Niccol and starring Justin TimberlakeAmanda Seyfried and Cillian Murphy that takes place in a society where people stop aging at 25 and each has a clock on their arm that counts down how long they have to live (from Wikipedia)

Why this movie?

This movie gave me a very fresh definition of the time. basically, inside of the movie time is everything, time is the currency which is exactly like a money in the real world and the time each person has on their forearm is the lifespan which means how long they can live more. Another interesting fact is they can transfer the time by tapping arm to arm and people can steal other’s lifespan too.In my proposal, I set the time as the player’s health points.so technically, If one player got damaged, time going to be shorter and if one player kills or damages other, they can get the amount of time other players lost. But I would like to think about in more complicated way about how players can transfer their lifetime and if there are more options to get score/time or whatever.

a3 proposal sheet

This is a collage to present the proposal in class.

Unity software

So far, I have discovered Virtual realities, history, economics and spaces. And the previous week I have experienced VR tilt brush.

Today I had some briefings about the software called Unity which is a cross-platform game engine developed by Unity technologies and primarily used to develop video games and simulations for computers, consoles and mobile devices. The official website provides a free software and there is a community where inventors and designers can share their problems and experiences. It was a great chance to look at other’s designs from the website

Even though the session was just too short to learn the software enough, I was already attracted by the software and I will go for more research and give it a try definitely. The unity does not have big differences with other software  like Autocad or Sketch-up. I guess most of 3d programmes based on similar technics.

For next week, we are on individual design task which is I was waiting for. I will keep digging into the software till I get some specific ideas.  And our tutor suggested having a group discussion to interact each other regarding problems we can face one day. I totally agree with that and if we have group session to design a game application as a group that would be really amazing. So far, all the research I have done and technics I have got from sessions were really useful and now its time to challenge myself.

Experiencing virtual realities

Session 4. Experiencing virtual realities

Google tilt brush trial 1.
Google tilt brush trial 2.



Today at Chelsea college, I have experienced VR gears for the first time and I found out it is really interesting and I had very enjoyable time. This gear called Tilt Brush invented by Google.

Once I put the gear on, I became completely blocked from the real world and jump into new three dimension space. The way I felt was there is only me standing here with hand tools literally. Inside is like whole black kind of looks like a space that made me feel like I was standing alone in silence but I could see other’s drawing in distance. After All combines together it looks like we are an alien building up our own city or something.

In terms of functions, There were pretty many types of brushes and I could choose a colour as I want and like I can put some effects such as snowing, rainbow, stars and so on. I attempted to make a door to boundary inside and outside but it is not that simple as it looks like. Even drawing one clear line was pretty hard because my hand was holding the gear is not stable enough to make a line straight down.Even it was only me but I had a moment all programme shut down all of sudden while I was playing. However, we could not figure out what is wrong. I guess still VR gear is quite complicated and fragile or it can not be used for a long time once it is on. Anyway, today experience was completely new and interesting. I would like to go and try other functions to create a spatial design by myself.



The history of Virtual Realities

History of Virtual Realities

-The Year 1426

Before VR history, I would like to introduce imaginary space from a old painting called The Holy Trinity fresco by Masaccio, 1426 in the church of Snta Maris Novella in Florence

      fig 1&2

The 1950S

I looked into this painting with curiosity because this work shows how augmented reality can help the comprehension of the geometric construction of the perspective, opening new scenarios in the demonstration of the subtle underlying geometric principles.


In terms of the very first history of VR , Morton Heiig who is known as “multimedia” specialist, invented the machine called Sensorama which is one of the earliest known examples of immersive, multi-sensory technology.He left a huge mark for future VR technology because The Sensorama is the first machine which can deliver human senses(multi-sensory) and his machine gave some inspirations for future VR devices.





In 1961, two Philco Corporation engineers (Comeau & Bryan) developed the first precursor to the HMD as we know it today – the Headsight. It incorporated a video screen for each eye and a magnetic motion tracking system, which was linked to a closed circuit camera. The Headsight was not actually developed for virtual reality applications (the term didn’t exist then), but to allow for immersive remote viewing of dangerous situations by the military. Head movements would move a remote camera, allowing the user to naturally look around the environment. Headsight was the first step in the evolution of the VR head-mounted display but it lacked the integration of computer and image generation.



Ivan Sutherland formed his ‘Ultimate Display’ concept which provided a framework for VR development as software that simulated real-life environments which users could interact with. A few years later in 1968 Sutherland invented the first augmented reality head-mounted display (HMD) called the Sword of Damocles, commonly called virtual reality glasses. This HMD used computer output and stereoscopy to create depth of vision. This model was so cumbersome that it had to be suspended from the ceiling so the user to wear the HMD. The virtual environment shown on this system were simple rooms.

1990s – SEGA announced new glasses


Virtual realities in 21 century

Recently companies like Google have released interim virtual reality products such as the Google Cardboard, a DIY headset that uses a smartphone to drive it. Companies like Samsung have taken this concept further with products such as the Galaxy Gear, which is mass produced and contains “smart” features such as gesture control.

Developer versions of final consumer products have also been available for a few years, so there has been a steady stream of software projects creating content for the immanent market entrance of modern virtual reality.

It seems clear that 2016 will be a key year in the virtual reality industry. Multiple consumer devices that seem to finally answer the unfulfilled promises made by virtual reality in the 1990s will come to market at that time. These include the pioneering Oculus Rift, which was purchased by social media giant Facebook in 2014 for the staggering sum of $2BN. An incredible vote of confidence in where the industry is set to go. When the Oculus Rift releases in 2016 it will be competing with products from Valve Corporation and HTC, Microsoft as well as Sony Computer Entertainment. These heavyweights are sure to be followed by many other enterprises, should the market take off as expected








fig 1&2 - Massaccio Trinity, 1425 Santa Maria Novella, Florence the implication of the viewer in the work

fig 3(video) - https://youtu.be/vSINEBZNCks

fig 4&5 - http://www.spinningclock.com/services/interactive-media/history-of-interactive-media

fig 6(video) - https://youtu.be/NtwZXGprxag

fig 7(video) - https://youtu.be/yd98RGxad0U

other details of informations from