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VirtualReality

Remote MoCap Production (2021)

Testbed for remote motion capturing online production with real-time animations replacement for on-site studio production based on Unity with ML and AI services Unreal with Metahumans in preparation remote pipeline for Anotherland VR serial individual and group interactions indoor and outdoor captur
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Multi-User VR (2020)

Framework for social multi-user VR activities for virtual meetings and design sprints avatars, rooms, voice chat, object handling based on Unity with networking components crossplay PCVR/Quest; PSVR in preparation preliminary work for Anotherland VR Multiplayer customizable avatars and world selecti
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Anotherland Expanded (2019)

Engine framework for Virtual Reality game serial proprietary IP and locomotion/embodiment solutions proprietary multi-platform interaction solution (PS4/PC/AIO) Oculus Quest compatible (Android mobile version) PSVR Aim controller add-on (Survival mode) PSVR VirZOOM installation (Fitness mode) protot
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HAL0 VR (2019)

Demo app for Amazon Sumerian AR/VR Hackathon applies chatbots and Machine Learning (Polly, Lex) in VR applies video playback features in VR screen mode and VR modes (teleport, click/grab) for Oculus Rift CV1 with Touch, Oculus Go with remote concept based on Skinner box for AI environment mirrors 20
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Anotherland VR (2017)

Prototyping for Virtual Reality game serial made for high-end home entertainment platforms sitting / standing / room-scale modes Oculus Rift CV1 (HTC Vive compatible) PlayStation VR Microsoft Windows Mixed Reality prototyped in Unity3D proprietary IP and locomotion/embodiment solutions exclusive foc
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Virtual Reality Testbed (2014)

Feasibility Testing of consumer VR systems Cardboard VR (Mobile) Oculus Rift DK2 (PC) Project Morpheus (PS4) Game Engines: Unity3D, Unreal, Phyre testing scenarios for frame rates, tracking, reflection mapping, lighting interaction tests with gamepad, keyboard, Move controller, Motion Leap conceptua
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Olympia Box (1996)

Public viewing of sponsored Olympic sport events four huge video screens, 360° projection, interaction with joystick and touchscreen internet information on Olympic Games during live broadcasting events children’s game shows with virtual live characters multi-vision films on fours surrounding
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Cherry Coke Kick-Off (1996)

Product kick-offs, in-house presentations and event roadshows virtual settings for a Cherry Coke world simulation the transformable character embodies claim of product ‘difference’ designed original character exclusively for Germany/Europe   concept design realization project manage
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Tagesschau Nachtmagazin (1994)

Electronic Set Design first time on television a live program in a completely virtual environment 3 pilots of Germany’s most popular news show (30 minutes each)   electronic stage design, built all 3D environments press and reviews see here
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The Rebody, a Cyberdrama (1993)

Virtual Reality Performance based on the use of virtual reality combining live action with real-time animation can be realized as an interactive theatre show as a videogame as a film as a television show transmedia concept realized as a 13 minutes videofilm   created and produced by Jochen Schm
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