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Virtual Reality Design – Brisbane Sunday School

Are you interested in our upcoming Virtual Reality Design course? Or do you want to dip your toes into virtual reality but are unsure where to start? Don’t worry, we’ve got you covered.

Our Virtual Reality Design Sunday School will allow you to understand the fundamentals of what VR is, what it can do, the commercial application and the new limits for creativity and technology.

Learn Virtual Reality Design with Academy Xi. We’ve condensed key learning outcomes into an intensive 1-day bootcamp – equipping you with an integrated understanding of VR and its varied applications. Our courses are hands-on and high-energy with engaging and immersive challenges, equipment demonstrations and user experience best practice.

With your well-rounded, industry-relevant skill-set, you’ll be ready to start exploring the dynamic world of Virtual Reality Design!

This bootcamp is for:
Innovation & technology managers
All designers looking to create in a new medium
User Experience designers wanting to work across a new interface
Project & product managers looking to work with 3D artists and developers
Marketers who want to offer a new medium of engagement
Media and advertising producers
Animators, developers, 3D artists
Film and videographers
Creative directors looking to improve knowledge
VR enthusiasts and hobbyists

What you will learn;

VR in the Real World
A showcase of games and VR experience already released to market. Hands-On Case Study: QuiVR

Technical Specification
A tech Geek Out! Looking at the user interface, the retina and fields of resolution. Eye tracking and SMI. Look-based interfaces. Eye-tracking and collaborative and social experiences. GPU processing power and RISC/ARM. Field-of-view and high resolution displays. Foveated rendering.

Platform and Content
We’ll explore Photogrammetry and Volumetric Video. Along with the SteamVR platform and HTC Vive.

Design Thinking
Attention cues and holding attention. Audiences; users or players? Defined vs emergent stories. User agency vs branching story lines. Direct emotion vs indirect emotion (especially reaction shots). Breaking down traditional UI thinking with a design thinking challenge and deep diving into Fantastic Contraption VR-native interface design.

Player Motion
Michael Abrash’s examples of perceptual weakness in the human brain. Motion sickness and the vestibular system, vection, acceleration, yaw, “comfort” snap turns, cockpits/static visual references, fading and blinking. FOV, smear, motion sickness, vergence-accommodation conflict, refresh rates, motion-to-photon and tracking accuracy.

Tools of the Day
Adding SteamVR, Tai Chi character, Park environment to create a basic VR scene.

Live Demo
Let’s build an interactive Vive experience using VRTK. The HTC Vive will be experienced by all students.

RSVP on the Academy Xi website: http://bit.ly/2eyy3eT

When

22nd January 2017 09:30 am
To 22nd January 2017 04:00 pm

Where

River City Labs
Level 2, 282 Wickham Street
Fortitude Valley 4006

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