Final Thoughts (Super Delayed)

by Kevin Ponto on May 23, 2011

As opposed to sending a mass email, I thought I would post my some final thoughts on here.  I started this post before sending grades and then for some reason thought it wasn’t worth posting.  I have since reconsidered, so here it is, the super delayed final class post.

Grades

Grading for this class is very difficult.  In the end there was a decently sized excel file that was used to calculated everyone’s grades.  As this process was more quantitative than qualitative, some people lost points on rather silly things.  For the most part I think this process turned out favorably for most people, but feel free to email me with any questions.

Evaluations

I think the thing I was most pleased with reading the evaluations was that almost everyone was happy with how their final project turned out.    Pretty much everyone felt like there were more things they could have added, things they could have improved on, but were pleased with the result.  I also think having the final projects open to the public ended up being a positive experience all around (for the students, building, and public) and may lead to more events being planned like this in the future.

The criticisms of the class were rather spread out.  On of the common requests for more lectures, especially ones on computer graphics.  Another common criticism was that the room was not well suited for discussions.  People also wish we had gone into greater details on the internals of the CAVE.  Also, people wish we could have tied the lectures with the projects.  Reviews were very mixed on issues such as, should we have a textbook, should the class have tests and quizzes.

Moving Forward

As you may have already noticed, the access to WID has been removed.  If you want to go over and test things (especially now that everything is up an running) just send me an email.  I will be splitting my time between CS and WID for the summer months.  Also, if you would like to do a VR reading group, let me know and I can do my best to facilitate it.

Also, feel free to post any photos, videos, etc on your project pages on here (I haven’t taken away anyone’s access to the website).  It might stand as a good archive of all of the work you did for the final months of the class.

In Conclusion

I want to again thank everyone for taking this class.  As was said the first day, this class was very experimental.  I feel like everyone did a wonderful job working through all of the technical challenges and I hope you felt like this class was all and all a very rewarding experience.  Feel free to email me about any questions and I wish you all the best of luck.

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Projects in Virtual Reality Final Presentations

by Kevin Ponto on May 5, 2011

Projects in Virtual Reality Final Presentations
Saturday, May 7th, 2011 — 1:00 PM to 5:00 PM
The Forum at the Wisconsin Institutes for Discovery

The Galaxy Map Project
Time: 1:00 PM
Presented by the WuCave Clan: Joe Kohlmann, Russel Mommaerts, Rebecca Hudson, and Nathalie Cheng.
We created an immersive, interactive map of the Milky Way galaxy. Users explore
celestial bodies such as nebulae, solar systems, planets, and the galaxy itself
through an interactive zooming user interface. Slick transitions and a dynamic
soundtrack introduce viewers to the grand scale and beauty of interstellar space.
Link: Description Blog

NetCAVE
2:00 PM

Presented by Nathan Mitchell, Reid Sawtell, Jitt Tiachunpun, and Alex Langenfeld.
NetCAVE is an attempt to recreate the classic NetHack and Rogue games inside a CAVE
environment. This includes a grid style movement scheme, dynamic lighting that only
illuminates areas near the user, and a simple combat system with the dungeon
residents.
Link: Description Blog

Jeepers Creepers
3:00 PM

Presented by Jon Kusko, Leo Bezroukov, Rachina Ahuja, and Andrego Halim.
Our project is an interactive first person shooter game. The objective is to defend
yourself against monsters and other creatures while building up your score by
killing them. You will have to navigate your way through a creepy environment and
beware of traps and surprises.
Link: Description Blog

Gypsy Space Muffins
4:00 PM

Presented by Aaron Bartholomew, Liana Zorn, Scott Hahn, and Nick Rehberg.
Our project is a music visualization game. Mind-blowing and psychedelic environment
that visualizes music through insane particle and rendering effects. You must
collect creatures that swim through this environment in order to unlock the secrets
of the universe. This system can visualize any arbitrary MP3 file, so bring any song
you want (preferably flash drive).
Link: Description Blog

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Galaxy Map 5/5

by Russel on May 5, 2011

Got a few more important things done since last time. The first, which is easy to see, is we have text above nodes so we can actually tell what’s what as seen below.

Derps

Text above planets

Also really important is that we adjusted transitions from a linear interpolation to ease in and ease out functions, like seen below.

The way our transitions work, we ease in the current level at the user, so the selected node slowly approaches the user and gains speed and then quickly fades past the global skybox. The incoming level is brought in using the ease out function, so it starts in fast but then as you arrive the speed slows down, bringing us to a gradual stop. This feels a lot better than the abrupt linear interpolation. Below is a video demoing how the transitions look right now.

If you look carefully at the end you can see that the text appears when the transition is finished.

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Jeepers Creepers Blog Update Week 6

by Andrego Halim on May 5, 2011

So here’s our final update two days before the final presentation:
1. We’ve added a lot of new monster models to populate the level. We’ll show the full gallery later in class.

2. We’ve designed a texturized maze level, containing various terrains to populate the monsters in, i.e. ocean terrain, forest terrain, office wall textures
And we’ve also added some fog enhancement to the levels to increase spookiness.

3. In terms of gameplay, we placed HUDs containing 3 different features: remaining bullet, remaining health, and score. This HUD is placed in position with the user’s head so whereever the head is looking within the CAVE, these info will still be visible(instead of the previous placement where it will only show on the bottom right of the screen)

Here’s a snapshot below to show the three updates we have

4. We’ve also activated some interesting animation with the creatures. In the forest terrain, a cockroach and worm have been animated and in the remaining time are planning to do the same with the stingray, ogre, etc. i.e. those models that don’t cost too much polygons as these animations can get really slow.

5.   We were able to implement an intelligent movement on the robot drone.  He will turn according to the position of the user and proceed forward.  This works on a timer pretty well although he runs through walls.  We added objects at each of the intersections to trigger the tracking but it still has some kinks.  This movement would easily be applicable to all of our monsters to give them movement, and a little more work would allow us to do billboarding.

6. In our ocean room (shown above) we added a proximity box that will play ocean waves when the user is in the room.  These proximity triggered sounds can be applied to many different sounds (thanks to Joe’s wonderful conversion of all of our Wav files) into some creepy effects.  We also have a demon baby that will appear when the user gets too close and will open its mouth and scream before disappearing quickly.

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Post for the Final Days

by Nick May 5, 2011 Gypsy Space Muffin: Blog

Coming into the final days of work time, we are left with just a few tweaks. Now that the wii-board has been officially scrapped, we have new controls that use the wand, and after a little playing around the user now has a feeling of flying through a weightless almost infinite spacey world.  We also […]

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Grading info

by Kevin Ponto May 4, 2011 News

I have drafted out how grading is most likely going to break down for the class here

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Final Slide

by Kevin Ponto May 4, 2011 News

The final slide of your presentation should consist of the following CAVE Rules •Take off shoes. Must wear socks or surgical booties (provided) •Don’t touch screens •No food or drink •Experience at your own risk –If vertigo, nausea, disorientation, etc. step outside CAVE or ask for help

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NetCave Update 5/5

by Alex May 4, 2011 NetCave: Blog
Thumbnail image for NetCave Update 5/5

Week 6 The things we worked on this week were lighting improvements and incorporating Jits code in to the main maze. We were able to get bump mapping working and it looks awesome. Additional tweaks have been made to the shaders over the week to get an optimal effect. This includes a fire lit color tint and […]

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Grading

by Kevin Ponto May 4, 2011 Uncategorized

Here is an update on how the final grading will breakdown Attendance and Participation 20% This not section is a combination of you not only being there, but also being engaged.  Each class missed reduced this section by 10%. Readings and Comments 20% Comments posted on time were given 1 normalized point, comments posted a […]

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Mandatory Food List for Presentations

by Aaron Bartholomew May 3, 2011 News

-Costco Sheet Cakes (Multiple) -Vegetable Platter -8-Two Liters of Sodas -Meatballs/LIttle Smokies -Nachos and/or Chips -Baked Potato Bar -Ian’s Pizza -Pixie Sticks (kids only) -Nathan’s Muffins and Cheesecake (preferably bump mapped, low specularity) -Cracker Platter -Utensils -Cups -Little Clear Plates -Root bear keg -Side of Foie Gras

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