FITC Spotlight VR 2015
2015-12-05..2015-12-06
Toronto, Canada
who it's for
VR developers, Unity developers, immersive experience designers, event producers, narrative designers, creative technologists, hardware engineers
topics
mobile VR platforms; Samsung Gear VR development; Google Cardboard distribution; 360 stereographic filming; hand tracking UX; locomotion and nausea mitigation; Unity Asset Store workflows; Playmaker node scripting; photogrammetry with DSLR arrays; haptic and controller peripherals; stereoscopic green-screen pipeline; live-action face capture
| title | author | length |
|---|---|---|
| Exploring VR | Tom Emrich | 50m |
Overview of current VR says mainstream adoption rides on smartphones and cheap viewers so mobile VR (Google Cardboard, Samsung Gear VR, View‑Master) puts half… | ||
| What You Need To Know About Using Virtual Reality in Events | Ben Unsworth | 43m |
Agency case studies show concrete results: a Unity-built paper dude VR ties DK1/HTC/Vive setups to a Kinect and Wahoo fitness trainer and forces redesigns for… | ||
| Future VR Input & UX Solutions | Stephan Tanguay | 34m |
Claims that 2016 brings five major VR platforms (Google Sony Oculus Samsung Valve) and a spectrum of inputs from gaze and buttons to gamepads and hand tracking… | ||
| Sleepy Hollow & Narrative In VR | Stefan Grambart | 34m |
An Emmy-winning Sleepy Hollow VR experience that uses a custom stereoscopic green‑screen pipeline and Unity-style real‑time rendering delivers a 90‑second SDCC… | ||
| Technolust: Kitbashing the Future | Blair Renaud | 37m |
Claim: entire VR worlds come from assembling off‑the‑shelf pieces and node tools, not bespoke code. Workflow names the tools and outcomes — Unity Asset Store… | ||
| nothing matches | ||