DiscoverVirtuality Podcast
Virtuality Podcast

Virtuality Podcast

Author: Boston Virtual Reality

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The Virtuality Podcast features discussions with technologists driving Virtual and Augmented Reality forward. We speak with Enterprise intrapreneurs, game developers, creatives, and enthusiasts from Boston Massachusetts and around the globe.

It’s produced by Jason Parks (@jasonparksvr ) and hosted by Craig Herndon (@craigvready) and Neil Gupta (@MrNeilGupta).

We would like to keep sharing more about #VR & #AR with you so please consider a few dollars to our patreon linked in the show notes. The Virtuality Podcast is produced by Jason Parks and music by Rachel Dysinski. This podcast is in collaboration with Boston VR and Boston AR, monthly meetups and events can be found on You can also follow us on Twitter @VirtualityCast and learn more at our website

Boston VR is a 501(c)(3) non-profit so all donations are tax deductible.
21 Episodes
#21: Charity Everett : Go Back Fetch It
Charity Everett is an ARTiste who is working on a groundbreaking episodic storytelling project that utilizes AR while exploring the themes of humanity, and evolution of art, technology, and storytelling. Charity cut her teeth in XR while working on a VR musical experience as a part of the inaugural Oculus cohort. She has since completed multiple Artist residencies, spoken at GDC, AR in Action, and ArtTechPsyche IV at Harvard.   Show Notes: 0'00": Charity’s Background and first VR project 4'40": Mobile based AR and real world examples 5'30": Accessibility not just as an experience but as a medium anyone can use to express themselves. 7'35": What is Go Back Fetch it? 8'15": Challenging preconceived notions about our reality. 10'05": charities choice to root the digital experience in physical pieces. 11'00": How the project started and changed as Charity worked on it. 14'00": Basis for the title and art style of Go Back Fetch IT 15'05": A trip to the moon by Georges Méliès 16'30": development process and techniques for go back fetch it. 17'35": information about how to find charities work. 18'20": What should viewers take away from Go Back Fetch it? 19'50": where does charity expect people to interact with Go Back Fetch it? 21'00": What apps can be used to interact with Go Back Fetch it? 22'20": Advice from Charity to aspiring creatives 23'20": AR without coding and how to get started Twitter: @CharityARtiste
#20 Project Daredevil bringing immersive media to the Visually Impaired - Matthew Shifrin, Daniel Levine
Matthew Shifrin has been visually impaired his entire life and is working with Daniel Levine on Project Daredevil to make comics available in a more inclusive and accessible format than what currently exists. They are doing this with an experimental headset that allows for new sensations such as the feeling of flipping, falling through a portal and utilize that to immerse users into the scene. The core focus on the project is to make Daredevil, the only blind super hero, acessible to the visually impaired.   You contact Matt and Daniel via email at: Bookmarks: 0'00": What is Project Daredevil? 1'25": What blind people miss in film and comics. 2'55" “Hey, isn’t ironic that the comic book industry’s only blind character is completely inaccessible to blind people.” 3'44": Matt meets daredevil writer Mark Wade. 4'30": Experimental VR headset 5'40": What would different super heroes feel like? 6'35": how intense are the sensations from this header? 7'45": Current haptics and what innovation this headset brings 9'20": Practical Foley like eating potato chips 9'50": New England Conservatory Grant for the radio drama.   10'08": The energy that comes from a room of voice actors and the use of a 3D microphone. 11'40": What are the next steps for project daredevil? 12'45": Companies , conventions, and Authors in support of adapting their works to audio drama. Marvel, DC,Neil Gaiman, Jamie Delano. 14'45": What does this headset feel like? 16'00": The process of adapting comics to audio. 18'35": Can you have a VR or AR headset too? 20'55": How are these effects tested? 24'15": What are the theories behind the design of the headset to generate these effects? 26'30": Has this been done before? 27'00": What audio dramas inspired the type of work that is being done for project DareDevil? 28'15": Using headtracking with 3D audio to create new experiences. 32'15": This project is to bring blind children into comics and have the shared experience that sighted children have. Credits: Host: Craig Herndon, Produced by Jason Parks Music by Rachel Dziezynski Got comments on the show? Did we miss something? Did we get something wrong? Reach out to us on twitter.
#016 - Andy Greff - PLANR
Andy Greff is the CEO of PLNAR which generates fully measured 3D models of rooms for home planning and insurance adjustment. We touch on how PLNAR is helping replace a retiring workforced but also how it impacts hurricaine victims by getting them their insurance checks faster. PLNAR was selected as a finalist of the global AR pitch. This is episode is a first in a series of our coverage of the Global AR pitch finalists who presented at AWE 2018.   The PLNAR App creates fully measured 3D models of rooms. Simply follow the instructions to outline the inside of your room and PLNAR will generate a PLNAR Pro Report with pictures, interactive 3D Model and CAD files. Insurance claim assessment 01’48”: what can planr do for me? 03’47”: Global AR pitch process 04’35”: what devices does planr support or plan to? 05’20”: Problems with AR adoption 06’10”: teaching the user 06’55": difficulty of developing an AR product 09’15": how do insurance companies work with Planr? 11’05": what type of file types are supported? 11’55": using voice to annotate models 13’30": Genpact partnership 13’44": An aging workforce causing massive skills gap. 16’30": remote assistance 16’45": reducing the cost per claim of 30 million claims. 18’15”: Reducing reimbursement times from FEMA during natural disasters. 21'00”: Plnar is input agnostic and not tied to a device. 23’10: Tribe VR 24’10”: PLNAR has a lot of use cases that meet real world problems Links: Genpact Tribe VR   Watch the AWE Global AR Pitch from Andy: Credits: Host: Craig Herndon, Produced by Jason Parks Music by Rachel Dziezynski Got comments on the show? Did we miss something? Did we get something wrong? Reach out to us on twitter.

#016 - Andy Greff - PLANR


#015 Academy Award Winner Ross Shain
We chat with Ross Shain about his Sci-Tech Award from the Academy of Motion Picture Arts given to the Mocha team in 2013. Mocha has been used for the Harry Potter films, latest Marvel Movies such as Black Panther, and other known films such as Black Swan and Birdman. In short, In the Oscars for VFX the artist most likely used Mocha at some point in the workflow. Mocha VR has won multiple awards across the industry. Below is a sampling of the more recent awards. 2018 Advanced Imaging Society Technology Award -Mocha VR 2018 Studio Prim "Bleeding Edge Award" -Mocha VR 2017 Multiple "Best of Show Awards" at NAB (Post magazine, Digital Video Magazine)   In addition to Mocha, the parent company, Boris FX sells multiple editing tools. We talk with Ross about his experience and how these tools are being used for VR and 360 content. Bookmarks: 1'35": Ross explains how Mocha was used in Harry Potter films 3'00": Academy Sci-Tech Award and Plan Tracking Discussion 4'45": Black Swan Natalie Portman 6'00": Birdman - Michael Keaton 7'00": common editing issues object removal, stabilization, “invisible effects” 7'50": Ross’s favorite scenes, Harry Potter, Marvel films such as Black Panther 9'45": Are movies ruined for Ross? 11'15": History of visual effects in film such as Star Wars, King Kong, and other films that came before green screens. 14'20": What gaps is editing software does Boris FX and Mocha fill? 17'00": What challenges does Stereo bring to editing versus monoscopic? 20'50": stereographer 21'25": How did mocha get into 360 video 25'25": What’s the mocha team like? 26'50": Specific use cases that mocha 360 solves 30'35": types of 360 cameras in the market 32'12":Visual Effects arms race for 360 content 34'30":Common 360 video mistakes and how Mocha can solve them. 37'10": importance of reference shots and thinking about the set to avoid post production problems 38'40": Parent company BorisFx plug-ins for Adobe and Avid 39'10": Continuum VR unit by Boris Fx and features 40'57": How have creatives used mocha in ways that Ross did not expect? Stephen King IT. 43'00": Horror In VR , Speak of the Devil 44'35": Interactive 360 content 47'00": What is Ross’s favorite 360 content he has experienced? 47'50": Felix and Paul Isle of Dogs Experience 50'10": How Stephen Spielberg used VR while filming Ready Player One 52'05":What are the hard to reach problems that everyone would love solved via software but isn’t done yet? 53'50":Beat Saber 56'00": Speeding up the processing time per frame 57'50":Is the team looking to grow?    LINKS BorisFX Facebook mocha Facebook Boris FX Twitter Mocha on Twitter Training Tools for 360/VR Content Red 360 camera Light sail VR : Speak of the devil RYOT: Hulu Series Door no. 1  Wes Anderson : Fantastic Mr Fox Check out the Felix and Paul: Isle of Dogs : Behind the Scenes in  Google Spotlight Stories
#014 - Pax East VR Coverage Part 2
Welcome to part two of our Pax East Coverage! In this episode we talk with developers from Turin Italy and Melbourne Australia. In the first Interview we explored the VR experience "Blind" and speak with Matteo Lana from Tiny Bull studios to understand the inspiration and thought process behind the design choices. In the second interview(14'30") we went into a paper town in "Paperville Panic". Then chatted with the Master of Mache Meredith Hall from Ultimerse.   Featured Content: Paperville Panic - Ultimerse Blind - Tiny Bull Studios First Interview 2’55”: Puzzle design Process 4’50”: consulting with sight impaired and blind people for inspiration 11’39”: Surprise Attack Games (publisher) 12’18”: Blind is a narrative driven puzzle solving experience 13’28: The Warden Second Interview 14’30: Paperville Panic Interview with Merideth Hall 15’48: Budget Cuts 17:00: Paperville Panic Art style 17:55: Locomotion: free roam and locking the player in. 18:55: A paper town with paper rules and quirks. 22:20: Melbourne development community 23’50”: VR isn’t going anywhere 27:00 “Sometimes you get home from work and you don’t feel like having the weight of the world on your shoulders. But the weight of a papertown? That you can do!” 27’06”: influences from other games 27:55”- alternating mechanics   Studio shout outs: Opaque Media Group Earthlight Samurai Punk: American Dream Tin man studios
#013 - Pax East VR Coverage Part 1
Welcome to Part 1 of our Pax East Coverage. We talk with Montreal developer trebuchet about their second VR title "Jousting Time" and their original title prison boss VR. We then talk to Stuido about "The take" which is remincent of spy vs spy. It's a unique concept. Both Jousting time and the take make these vr experiences fun to watch and implement social aspects which make them great for spectators when guests are over. We're interested to see how more VR devs try to break VR from the premature "Isolating" tag it has been given. 00’50”: Interview with Trebuchet 02’45”: Social interaction for spectators 04’20”: Twitch integration 05’30”: Kickstarter 07’00”: The yelling mechanic 08'00”: Armor system 09’30”: Match Format 11’00”: Why Kickstarter? Can it fund development? 12’40”: Prison Boss VR 14’00”: Resource management 16’50”: Pricing 18’00”: Picking items 19’00”: Interview with Stuido 20’00”: playcrafting NY 20’45”: The Take summary 22’35”: Origin of comic book art style 24’00": Release roadmap for other headsets 24’48”: What were some VR design challenges ? 25’48”: Making an accessible VR experience. 27’05": Fun to watch 28’28": What are some challenges as a VR studio? Kickstart info for Jousting Time at Prison Boss VR The Take Play Crafting Credits: Host: Craig Herndon, Produced by Jason Parks Music by Rachel Dziezynski Got comments on the show? Did we miss something? Did we get something wrong? Reach out to us on twitter.
#012 - Eric Vezzoli - GoTouchVR - Virtuality Podcast
We talk with Eric Vezzoli of gotouchvr and dig beyond haptics as a tool for increased immersion. We discuss how haptics is currently best used for training motor memory, the differences between U.S. and European start ups along with other uses for haptics outside of VR. Eric is the youngest awarded by the European Commission for outstanding research applied to entrepreneurship in at the MSCA 2017 prizes. He is one of the most cited young Haptic Scientist in the world. He published 23 scientific papers and deposed 5 patents. 00’57”: Eric background 02’50”: Haptics is a bidirectional interaction                                04’00”: There is no one solution for haptics                              08’00”: Using real world objects to enhance the virtual experience. 09’20”: It is not clear how to communicate touch. Nor is there a protocol                                                                                11'00": Haptics companies are struggling to justify the cost versus benefit.                                                                                12’20”: Getting investor attention for a Haptic device. 13’28”: Using Haltic’s to train multi modal memory 15’58”: Haptics aren’t scalable 17’25”: Haptics aren’t shareable 20’35”: Haptics as a platform 24’25": The Haptics community is small 26’22": Go Touch VR: The VR Glove without a glove. 30’45”: Who is Go Touch working with? 32’11”: what’s next for Haptics? 35’05”: What’s the difference between U.S. and European start ups? 37’40”: What is the European VR community like? 40’40”: How does one get into Haptics? 43’18”: How is haptics used outside of VR? 46’30”: Can Haptics increase user engagement? 49’13”: How can we make haptic devices shareable? 50’30”: What are the next steps for Gotouch VR? 53’20”: Can consumers get Gotouch VR? Credits: Host: Craig Herndon, Produced by Jason Parks Music by Rachel Dziezynski Got comments on the show? Did we miss something? Did we get something wrong? Reach out to us on twitter.
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