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  1. Nightmares for Children

    “Nightmares for Children” is a found-footage virtual reality installation with a fictional backbone and original soundscape created for Oculus Rift with touch. The viewer/reader will be immersed in 360 video with VR assets and 2D video as overlays and will navigate through a series of dreamy horrors in different emotional registers using the intuitive Oculus touch interface. The piece allows for a very small child’s voice and infant storytelling to sound fully, but at the same time is crafted as a meditation on the imagery in children’s dreams and what it might trigger in the adult imagination - the authors’ hands are apparent in the way the sometimes banal horror of the dreamscapes extends and escalates. “Nightmares for Children” also constitutes an e-lit experiment in the Rift guided by the premise that personal VR headsets enabling immersive electronic literature might constitute ideal dream machines. Tech requirements: we will bring a laptop and Oculus RIFT.

    (Source: ELO 2017: Book of Abstracts and Catalogs)

    Filip Falk - 06.09.2017 - 17:09

  2. Nightmares for Children

    "Nightmares for Children" is a found-footage virtual reality installation with a fractional backbone and original soundscape created for Oculus Rift with touch. The viewer will be inmersed in 360 video with VR assets and 2D video overlays and will navigate through a series of dreamy horrors in different emotional registers using the intuitive Oculus touch interface. The piece allows for a very small child's voice and infant storytelling to sound fully, but at the same time is crafted as a mediattion on the imagery in children's dreams and what it might trigger in the adult imagination. 

    Juan Manuel Altadill Casas - 14.09.2017 - 18:42

  3. Holojam In Wonderland

    "Holojam in Wonderland" is the world's first ever collocated theater piece for multiple actors and multiple audience members to take place entirely in shared untethered Virtual Reality. All performers and audience members are physically in the same room, able to free to walk around in that room and touch each other, yet they all see each other as avatars in a shared virtual world.

    The research that went into this project, led by Ph.D. students Connor DeFanti and Zhenyi He, included low latency multi-participant tracking, synchronization of computer graphics with immersive 3D audio, and VR / AR collocation technology from our lab's spin-off company, Holjam Inc. The result is a new form of shared experience, combining the immediacy of live theater with the magical possibilities of shared virtual reality.

    June Hovdenakk - 05.09.2018 - 15:26